
ARCH498e, ClassNotes
This page contains class and lecture notes and
will be updated through out the term. Look here for responses to
questions and issues discussed in class.
Logistics
Review of Computer Graphics Principles
Logistics
Computer Accounts:
- There are two class network accounts on the PC CAUP
network and on McCAUP. The user name for
both accounts is "arch498e".
Passwords will be distributed in class.
- For the SGI Indy's each student will receive a user
account for the duration of the quarter. Space is limited
so files must be managed routinely. The machine named
"pooh" is acting as our file
server.
- All students will need to use their Uniform
Access Accounts on "dante"
or "homer" to transport files
between the different networks we will be using. It will
be routine to ftp files from McCAUP to
"dante" and then from "dante"
to "pooh".
Additional Unix information can found at many sites. The
University of Chicago is one example. They also have
good instructions on using ftp.
Keys:
- Most of our model construction work will be done at CAUP
in Gould 424. Keys can be checked out from the Library.
-

Review of Computer Graphics Principles
- Geometry:
- Coordinate system:Euclidian geometry
x,y,z, axis in 3d space
right hand rule for coordinate system
right hand rule for rotation
coordinate systems
- global
- object coordinate systems
- user defined coord
- Primitives:
- point, (1d single coordinate in space):
line, (2d vector in space):
- line, polyline, arch, circle, ellipse, rectangle,
etc...
surface, (2d plane in space - minimum 3 points in space
or tiangle):
- triangle, face, polygon
- surface normals
"mesh" (3d collection of 2d faces in space):
- mesh, cube/box, sphere, cone, etc...
Other Types of Geometry:
- Constructive Solid Geometry, (3d mathematical
description of a
3d solid):
* primitives, boolean operations
- comples curves:
* bezier, nurb, splines
- complex surfaces:
* patches, NURBS, multiresolution surfaces
- Data Structures:
- primitives
objects, (single primitive or collection of primitives)
levels/layers
groups/"blocks"/"symbols"
- parent object
- instances
- Materiality:
- Color:
Perception:
- hue
- saturation
- lightness/brightness, (reflected verses self-luminous)
- color systems
* HSB
* RGB
* CMYK
- Lights:
- ambient
point
spot
area
linear
- Textures:
- "bitmaps"/pixmaps, ( .bmp, .jpg, .tif, .gif,
.rgb, .png, .tga,
etc....)
- array/matrix of pixels
- resolution
- color definiton
* index
* 8 bit/ 24 bit, (bit depth)
Maps
- UVW mapping coordinates
- bitmap
- procedureal maps
- Simultaion
- Shading, phong , guarou, flat
Rendering
- raycasting
- raytracing
- radiosity
- hybrid
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