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You'll still be able to complete this class in a fully remote fashion (if desired) in Fall 2023 (similar to the prior 3 years). All in person activities are optional.

If you are looking for the Summer 2023 quarter website, then you can find it here!

CS 148 fulfills the General Education Requirements (GER) as a Ways of Thinking/Ways of Doing (WAYS) course in the Creative Expression (WAY-CE) area. To satisfy this category, students need to enroll under the Letter Grade grading option; the WAY-CE requirement is not met by the Credit/No Credit option.

The course grade will be 50% Homework and 50% Final Project. No exams!

Course Announcements


Welcome to the CS 148 Fall 2023 Website!

If you are a student, then please make sure that you are registered on both Canvas for access to lecture recordings and the Ed Q&A forum for interacting with the course staff!

Summary

This is the introductory prerequisite course in the computer graphics sequence which introduces students to the technical concepts behind creating synthetic computer generated images. The beginning of the course focuses on using Blender to create visual imagery, as well as an understanding of the underlying mathematical concepts including triangles, normals, interpolation, texture mapping, bump mapping, etc. Then we move on to a more fundamental understanding of light and color, as well as how it impacts computer displays and printers. From this we discuss more thoroughly how light interacts with the environment, and we construct engineering models such as the BRDF and discuss various simplifications into more basic lighting and shading models. Finally, we discuss ray tracing technology for creating virtual images, while drawing parallels between ray tracers and real world cameras in order to illustrate various concepts. Anti-aliasing and acceleration structures are also discussed. The final class project consists of building out a ray tracer to create a visually compelling image. Starter codes and code bits will be provided here and there to aid in development, but this class focuses on what you can do with the code as opposed to what the code itself looks like. Therefore grading is weighted towards in person "demos" of the code in action - creativity and the production of impressive visual imagery are highly encouraged.

This is the first course in the computer graphics sequence at Stanford. Topics include: Scanline Rendering; Triangles; Rasterization; Transformations; Shading; Triangle Meshes; Subdivision; Marching Cubes; Textures; Light; Color; Cameras; Displays; Tone Mapping; BRDF; Lighting Equation; Global Illumination; Radiosity; Ray Tracing; Acceleration Structures; Sampling; Antialiasing; Reflection; Transmission; Depth of Field; Motion Blur; Monte Carlo; Bidirectional Ray Tracing; Light Maps.

Prerequisites:

Meeting Times

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