User:Igabriel85/Computer graphics/2014-2015/Laboratory agenda

Laboratorul 1

 * SUMAR AGENDA
 * CRITERII DE EVALUARE
 * UNELTE, FRAMEWORK-URI, LIBRARII
 * Eclipse
 * JOGL
 * INTRODUCERE IN GRAFICA SI INTERFETE
 * Grafica
 * Grafica 2D / 3D
 * Imagini DIgitale
 * Defeinitie
 * Resolutie
 * Culoare Adancime/Spatiu
 * Tipuri de fisiere
 * Graphics Processing Unit (GPU)
 * TEHNOLOGII
 * OpenGL
 * DirectX
 * Java 2D / Java 3D
 * JOGL -- Java OpenGL (acesta va fi folosit)
 * XNA
 * X3D (VRML)

Laboratorul 2

 * (J)OGL BASICS
 * Ce este JOGL?
 * Comparare fata de OpenGL
 * OpenGL ca si masina cu stari finite
 * Nomenclatura
 * Prima scena folosind JOGL utilizand AWT
 * Instalarea librariilor JOGL
 * Setup-ul unei aplicatii AWT
 * Initializarea JOGL
 * Callback functions (methode)
 * Desenarea
 * Animatie
 * JOGL Application Template
 * Aplicatii 2D (PARTEA 1)
 * Sisteme de Coordonate (JOGL vs. AWT)
 * Spatiul de coordonate
 * Proiectii (orthogonal, perspective), View-port si View Volume
 * Vertices vs. Points. vs. Pixels
 * Liste de puncte (lines, line strip, line loop)
 * Scimbarea propietatilor punctelor (marime) si a liniilor (latime, stipple)
 * Colorarea

Laboratorul 3

 * Aplicatii 2D (PARTEA 1)
 * Antialising
 * Polygons
 * Validity
 * What are they made of?
 * Dimensionality
 * Polygon Primitives
 * Triangles (normal, fan, list)
 * Quads (normal, strip)
 * Rectangles
 * Polygon filling and orientation
 * Polygon stipple
 * Polygon normals
 * Using Display Lists

Laboratory 4

 * 2D GRAPHICS BASICS (PART 3):
 * Textures
 * 2D and 3D textures
 * Texture Files (.PNG, .TGA, .JPG, .BMP)
 * Reading a texture file and applying the texture on an object
 * MipMapping
 * Replacing parts of a texture with another
 * Texture transparency and blending

Laboratory 5

 * 2D GRAPHICS BASICS (PART 6):
 * Placing text in the scene


 * 2D APPLICATION
 * Simple StarChart


 * PUBLISHING YOUR JOGL APPLICATION
 * Java Web Start
 * JNLP

Laboratory 6

 * 3D GRAPHICS BASICS:
 * Perspective Projection, Depth and Shading, Looking at the scene from an arbitrary point
 * Drawing simple objects (sphere, torus)
 * Sphere mapping
 * Lighting and Materials
 * Lighting types (ambient, diffuse, specular, emitted)
 * Materials
 * Using materials combined with lighting

Laboratory 7

 * USER CONTROL:
 * Keyboard and mouse control


 * MORE ON MODELVIEW MANAGEMENT:
 * Model
 * Transformations
 * Rotation
 * Translation
 * Scaling
 * Viewing
 * Camera control

Laboratory 8

 * MORE ON STATE VARIABLES AND BUFFERS:
 * State variables: querying their values
 * Buffers: Color buffer, Stencil buffer, Accumulation buffer, Depth buffer


 * OBJECT PICKING

Laboratory 9

 * USING COMPLEX OBJECTS:
 * File formats (.3DS, .OBJ)
 * Loading complex objects in the scene
 * 3D GRAPHICS COMPLEX ISSUES (PART 1):
 * Billboards

Laboratory 10

 * 3D GRAPHICS COMPLEX ISSUES (PART 2):
 * World box
 * Handling object collisions

Laboratory 11

 * 3D GRAPHICS COMPLEX ISSUES (PART 3):
 * Creating a simple particle engine

Laboratory 12

 * 3D APPLICATION:
 * Simple Space Simulator

Laboratory 13

 * 3D APPLICATION
 * Simple scene

Laboratory 14

 * DirectX API overview
 * Drawing a basic scene using Managed DirectX and C#