CSS 551 · Course Text

Advanced 3D Computer Graphics · 25 topic chapters
Chapters are organized by topic, not by week. Each stands on its own, links the interactive demos it needs, and cites its papers. Your offering’s course site says which chapters go with which session.

Each chapter states its definitions, works every formula by hand at least once, draws its figures from the same library the demos run, carries hands-on tasks, names where each method fails with numbers, and ends with exercises and their solutions. Open a card to read the chapter; press ? for what it covers and what it assumes.

Start here

Seventy-five years of graphics in eight eras: every later chapter has an address here.

1
A History of Computer Graphics

The homework tools

One pair per homework track. Read the first chapter of your track before Homework 1; the shader chapter before Homework 5.

2
Unity for This Course
The Editor, Objects, Scripts, and the Math Types
3
Unity Shaders
ShaderLab, the Two Programs, and the Data Between Them
4
WebGL and three.js for This Course
The Server, the Scene Graph, and the Course Library
5
Shaders in GLSL (three.js)
ShaderMaterial, Uniforms, Varyings, and the Normal Matrix

Foundations

The mathematics every later chapter stands on.

6
Vectors
Dot and Cross Products, Lines and Planes
7
Rotation
Axis-Angle, Quaternions, Euler Angles
8
Affine Transformations over Homogeneous Coordinates

The pipeline

From a model file to a pixel.

9
Scene Graphs and Hierarchical Modeling
10
Viewing
The Camera, the View Matrix, and Projection
11
Rasterization and the GPU Pipeline

Surfaces

Build the surface, dress it, light it.

12
Polygonal Meshes
Building, Shading, and Simplifying Surfaces
13
Texture Mapping
Coordinates, Placement, Sampling
14
Local Illumination
Lambert, Phong, and Lights

Shape, motion and interaction

Smooth shapes, things that move, and the person at the controls.

15
Curves and Surfaces
Bézier, B-Splines, Subdivision
16
Animation and Interpolation
Keyframes, Easing, Rotations, Skinning
17
Interactive Systems
Events, Model–View–Controller, Picking

Light, sampling and color

Honest light and what the eye and the display do with it.

18
Light Transport and PBR
19
Ray Tracing and Global Illumination
20
Sampling and Antialiasing
21
Color, Radiometry, and Displays

Learning images and scenes

The machinery of the neural weeks: models that learn images and scenes.

22
Neural Networks and Embeddings
23
The Space of Images
24
Diffusion Models
25
Learned Scenes
26
Inverse and Differentiable Rendering

Chapters use MathJax for formulas and link to the course’s demo library; read them through the course site or download and open in a browser. Older links to handouts/ch01-… and handouts/ch10-… redirect here.