Jarek Rossignac
's lectures in
Geometric and Visual Computing (GVC)
offered in School of Interactive Computing,
College of Computing
at
Georgia Tech
Classes taught
Understanding and Constructing Proofs
(CS1050)
Computer Animation
(CS4496)
Computer Graphics
(CS3451)
Scientific Data Processing and Visualization
(CS4550)
Foundations of Computer Graphics & Modeling
(CS6491)
Visual Methods in Science and Engineering
(CS6485)
3D Complexity Techniques for Graphics, Modeling, and Animation
(CS7491)
Computational Geometry
(CS8113)
Topics and lectures in
shape processing
Geometry
: Points, Vectors, Trnasforms, Lines, Edges, Triangles, Circles, Planes, Spheres, Intersections
Curves
: Implicit, Parametric, Bezier, Polyloop, Normal, Curvature, Continuity, Smoothing, Subdivision, Surfaces
Morphology
: Distance, Discrepancy, Geodesics, Isolation, Rounding, Tightening
Topology
: Point sets, Set operators, Boundary representation, Manifolds, Connected Components, Genus, Containment
Meshes
: Triangle Meshes, Properties, Corner Table, Construction, Orientation, Traversals, Euler equation, Smoothing
Topics and lectures in
graphics
GUI
: Processing, Display loop, Actions, Camera control, Pose Editing, Scene graph, Patterns, Recursion
Light
: Physics, Propagation, Reflection, LightField acquisition and Image-Based Rendering
Photorealism
: Camera Model, Raycasting, BRDF, Shadows, Highlights, Raytracing, Radiosity
Rasterization
: Phong lighting, Perspective, Clipping, Interpolation, Texture Mapping, Graphics Pipeline
NPR
: Non-photorealistic rendering, Silhouettes, Hidden Lines, Hatching
GPU
: GPU architecture and APIs, Stencils, Shaders, Special effects
Topics and lectures in
animation
Industry
: History, Market, Production, Careers, Principles, Examples
Path
: Interpolating/approximating paths, Smoothing, Sampling, Reparameterization, Continuity and Jerk
Keyframes
: Poses, Interpolating motions, Bezier, Bi-arcs, Screws, SmoothingPolyscrew Motion
Rendering
: Animation, Blur, Illusions, Streaks, Exaggeration, Movie editing
Warps
: Image warps, Space warps, Constrained deformations, Twister/Bender
Morphs
: Image morphs, Cel Aniamtion, Meshes morphs, Parametric, Minkowski, Ball, RBF
Faces
: Morphing, caricatures, anatomy, expressions, MoCap, Rigging, Speech synthesis
Dynamics
: Inertia, Newton's law, Free-fall, Elastic collision
Graphs
: Relative motion, Dynamic regrouping, Move-Morph/Warp, Animation Graphs
Mechanisms
: Articulated bodies, Kinematics, Dynamics, Gate, Grasp, Sports, Dance
MoCap
: Motion capture, Calibration, Reconstruction, Fitting, Editing, Retargeting
Springs
: Spring/mass systems, Rigidity, Energy Minimization, Constraints, Hair, Cloth
Shocks
: Collision detection and prediction for balls, Elastic shock
Fluids
: Level-sets, Advection, Fluid Simulation, Particles, Membranes, Smoke, Splash, Bubbles
Topics and lectures in
Visualization
Perception
: Optical illusions, Use of color, Contrast, Curvature lines, Motion
Grids
: Scalar/vector fields, Structured and unstructured samples, Grids/meshes, Hierarchical models
Filtering
: Noise, Smoothing, Exaggeration, Local shape analysis, Color-coding
Interpolation
: Unstructured samples, Triangulation, Fitting, Filling-in
VolVis
: Volumetric visualization, Cross-sections, User-interaction, Hardware assist
Isosurfaces
: Iso-surfaces extraction, Topology, Components, Dual-contouring
Comparison
: Registration, Overlay, Map, Discrepancy, Average, Statistics
Flow
: Registration, Overlay, Map, Discrepancy, Average, Statistics
nD
: Higher-dimensional fields, Parallel Coordinates, Dimension reduction
Topics and lectures in
Complexity
Compression
: Prediction, Quantization, Entropy, Wavelets, Edgebreaker, Delphi
Triangulation
: Ball-rolling, Delaunay, Polygon, Corner Table construction, Triangle mesh streaming
Healing
: Triangle-soup, Shells, Pseudo-Manifolds, Hole-filling, Self-intersections, Self-trimming
Multires
: Simplification, Discrepancy measures, Adaptive Subdivision, Multireslution
Remeshing
: Resampling, PRM, SwingWrap, Sharpen&Bend, parameterization
Segmentation
: Cut, MAT, Pearling
Acceleration
: Vertex/Pixel costs, Triangle strips, Back-face culling, Frustum culling, LOD, Imposters
Occlusion
: Frustum Culling, Cell-to-cell visibility, Umbra
Collision
: Interference test, Collision prediction, Hierarchical bounds, Hardware acceleration
Tets
: Tetrahedra meshes, Representation, Generation, Compression, Visibility Order, Streaming
CSG
: Arrangements, BSP, CSG, Active Zones, Simplification, Blist and OBF, Constructive Solid Trimming on GPU
Other GVC-related links
Processing
: Installation, Examples, Applet posting
PhD qualifier
exam in GVC