This page will be updated throughout the course with recommended readings from the textbook and other external materials. Students should also get acquainted with the course site's student handbook (#2) to learn about site features like writing comments, viewing assignments, and more. You can also see more course-specific resources and reading material on the resources page (#5).

Lecture 1: Course Introduction

Lecture 2 & 3: Digital Drawing, Sampling, and Antialiasing

Lecture 4: Transforms

  • Shirley et al., Chapters 6, 7
  • Further Reading:

Lecture 5: Texture Mapping

Lecture 6: Rasterization Pipeline (+Visibility and Shading)

  • Shirley et al., Chapter 18, recall Chapter 8.1-8.3, Chapter 10.

Lecture 7: Splines, Curves and Surfaces

  • Shirley et al., Chapter 15.

Lecture 8: Geometry Processing (and Ray-Surface Intersection)

Lecture 13: Accelerating Ray-Surface Intersection

  • No assigned reading.
  • Further Reading:
    • Debugging Aggregates, Chapter 4.6 in PBRT. This may be helpful for debugging Assignment 3. Note: you should be able to access this book online while on campus with your Calnet login.
    • PBRT Chapters 4.3 - 4.4.

Lecture 14: Measuring Light: Radiometry and Photometry

Lecture 15: Monte Carlo Integration

  • Shirley et al., Chapter 14.
  • Further reading:
  • Monte Carlo Integration, Chapter 13 and 14.4 in PBRT.

Lecture 17: Global Illumination

Lecture 18: Reflection and Materials

Lecture 20: Cameras and Lenses I

Lecture 21: Cameras and Lenses II

Lecture 23: Introduction to Color Theory

  • Shirley et al., Chapter 21
  • Further reading:

Lecture 25: Intro to Animation

  • Shirley et al., Chapter 17.

Lecture 26: Physically Based Rendering


Textbooks

The primary source for the course will be the website, lectures, and section. The following textbooks are recommended, but optional, resources for you in this course and beyond:

Fundamentals of Computer Graphics

Authors: Pete Shirley and Steve Marschner with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, and Bryan Wyvill

Physically Based Rendering: From Theory to Implementation (Third Edition):

Authors: Matt Pharr and Greg Humphreys

  • This book (PBRT) is the book for learning about modern ray tracing techniques. It has a great website with full source code online for an advanced physically-based ray tracer. It even won an Oscar for its impact on the film industry!
  • PBRT is available free online for you through Berkeley login: (Second edition, Third edition)
  • Also available on Amazon

Computer Graphics: Principles and Practice

Authors: John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley