This lecture was a crash course in rigid transformations, leading up to an attempt to tell you what a Quaternion is, why Unit Quaternions can encode rotations, and a sense of why you might want to do it.
The notes I used were a pile of old notes from previous classes. There is no actual notes for the lecture.
Some things to refer to:
]]>This was a brief scan through some ideas in AI and path planning and algorithms for games and …
I had a rough outline, and referred to old notes. Topics
Most of the class was spent on a discussion of the Javascript object model. No notes, but I strongly recommend this:
https://developer.mozilla.org/en/JavaScript/Guide/Details_of_the_Object_Model
For a good handle at making sense of the it.
There was also the beginnings of a conversation of what kinds of graphics programming go into games, and a sense of what kinds of lighting goes on in the real world, and how we have to cut corners to approximate it.
]]>Most of the class was taken with a discussion of the class schedule, some discussion of source control, and some discussion of anti-aliasing in shaders.
There are no meaningful lecture notes.
]]>GLSL Notes (with Anti-Aliased Stripe)
http://graphics.cs.wisc.edu/Courses/559-f2010/wiki/pub/Notes/11-22-GLSL.pdf
Perlin Noise Resources from prior years:
http://www.cs.wisc.edu/graphics/Courses/679-s2007/Main/Noise
http://www.noisemachine.com/talk1/index.html
Advanced Lighting
http://www.cs.wisc.edu/graphics/Courses/679-s2007/Main/AdvancedRendering (see end)
Image-Based Approximation http://www.cs.wisc.edu/graphics/Courses/679-s2007/Main/Image-BasedRenderingForApproximation
]]>Reading 4 (from DOET) was for today.
]]>Refer to the WebGL getting started materials.
Outline for lecture. 10-10-2011-WebGL-outline
Notes from old 559 lectures:
]]>Almost all from notes 09-21-11-SpatialDataStructures
]]>Overview and outline: 09-21-11-GameGraphicsOutline
This refers to some previous year’s notes:
]]>Get David’s Notes
]]>