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    <title>CS 354H: Computer Graphics Honors</title>
    <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/</link>
    <description>Recent content on CS 354H: Computer Graphics Honors</description>
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    <lastBuildDate>Wed, 15 Apr 2026 18:25:11 -0600</lastBuildDate>
    
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    <item>
      <title>Final Project</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/final/overview/</link>
      <pubDate>Wed, 15 Apr 2026 18:25:11 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/final/overview/</guid>
      <description>Code and Writeup Due: Friday, May 1st, 11:59 PM 
Presentation Times: Saturday, May 2nd, 12:00--3:00 PM 
Overview For your final project, you will work on a program that demonstrates an advanced computer graphics topic of your choice. Some suggestions are listed below, but you are also free to propose your own topic. You will implement the project, present a demo, and prepare a brief writeup describing the work you have done.</description>
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    <item>
      <title>Assignment 4: Minecraft</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/minecraft/overview/</link>
      <pubDate>Thu, 02 Apr 2026 11:59:50 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/minecraft/overview/</guid>
      <description>Due: Apr 16, 2026
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Overview In this project, you will implement a procedural walking simulator inspired by minecraft. You will implement CPU-side procedural terrain generationa and gameplay with GPU-side on-the-fly procedural texture synthesis using Perlin noise.
Groups You have been divided into four groups; each group will collaboratively build a single game. I have subdivided each group into four teams responsibility for one specific aspect of the project (see below).</description>
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    <item>
      <title>Required Features for Virtual Mannequin Milestone I</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/skinning/milestone1/</link>
      <pubDate>Mon, 23 Mar 2026 12:29:59 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/skinning/milestone1/</guid>
      <description>Due: Mar 31, 2026
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Virtual Mannequin Milesone 1 The assignment is broken down into several features described below. Each feature is worth a number of points and will be graded separately (although later feature may build on and require a working implementation of earlier features). Your code should be correct and free of Javascript errors or other buggy behavior. You will not be graded on software engineering (use design patterns and unit tests if they help you) but unreadable code is less likely to receive partial credit.</description>
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      <title>Assignment 3: Virtual Mannequin</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/skinning/overview/</link>
      <pubDate>Mon, 23 Mar 2026 11:59:50 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/skinning/overview/</guid>
      <description>Overview In this project, you will implement a skinning system&amp;mdash;a way to animate a 3D character by manipulating bones embedded inside the character. You will implement a basic mouse-based bone selection and rotation interface that will let you change the pose of a 3D character, and very rudimentary controls that let you specify several intermediate poses (keyframes) and then automatically animate between them.
Reminder About Teams Per the syllabus, you may work on this project in self-selected teams of up to two.</description>
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    <item>
      <title>Computer Graphics: How It&#39;s Going</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/howgoing/overview/</link>
      <pubDate>Wed, 04 Mar 2026 11:59:59 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/howgoing/overview/</guid>
      <description>Computer Graphics: How It&amp;rsquo;s Going Due: Mar 13, 2026Overview Most of the graphics class covers “core graphics” topics such as rendering and animation. While still relevant today, the active research in the field is focused on emerging areas that we will not cover in depth. In this group assignment, you will research these areas and prepare to discuss them during class.
I have identified the following four broad topic areas and randomly assigned you to a group.</description>
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      <title>Assignment 2: Menger Sponge</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/overview/</link>
      <pubDate>Mon, 23 Feb 2026 12:00:01 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/overview/</guid>
      <description>Overview In this project you will build a nontrivial WebGL program that shows a procedurally-generated fractal, the Menger sponge, with full user interaction using mouse and keyboard camera controls. You will also be introduced to texturing by writing several simple shaders that draw a checkerboard pattern on an infinite ground plane.
Reminder About Teams Per the syllabus, you may work on this project in self-selected teams of up to two. If you work in a team, in addition to the code submission process described below, each team member must submit an individual Collaboration Report on Canvas (either as raw text in the submission system, or as an attached .</description>
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      <title>OpenGL Basics</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/ogl/</link>
      <pubDate>Mon, 23 Feb 2026 12:00:01 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/ogl/</guid>
      <description>OpenGL Basics If you look at the source code of Menger Sponge, you will find it is organized into the following sections:
Set up OpenGL context Load geometry to render Create Vertex Array Objects and Vertex Buffer Objects Create shader program Compile shaders and attach to shader program Link shader program Create uniform (global) variables WHILE TRUE DO Clear screen Set up camera and light Tell OpenGL what shader program to use Tell OpenGL what to render Render!</description>
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    <item>
      <title>Required Features for Menger Sponge Milestone 1</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/milestone1/</link>
      <pubDate>Mon, 23 Feb 2026 12:00:01 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/menger/milestone1/</guid>
      <description>Menger Sponge Only Milesone Due: Mar 3, 2026
The assignment is broken down into several features described below. Each feature is worth a number of points and will be graded separately (although later feature may build on and require a working implementation of earlier features). Your code should be correct and free of segfaults, deadlocks, or other buggy behavior. You will not be graded on software engineering (use design patterns and unit tests if they help you) but unreadable code is less likely to receive partial credit.</description>
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    <item>
      <title>Required Features for Ray Tracer Milestone 2</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/milestone2/</link>
      <pubDate>Wed, 11 Feb 2026 12:29:59 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/milestone2/</guid>
      <description>Ray Tracer Milesone 2 Due: Feb 24, 2026In this second Milestone, you will implement faster handling of ray-object collision detection, and incorporate textures into your ray tracer. You will also implement some optional additional features of your choice.
There is no new starter code for this Milestone. Use the code you wrote in Milestone I as a starting point. You will not be re-penalized for broken Milestone I features when Milestone II is graded.</description>
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    <item>
      <title>Required Features for Ray Tracer Milestone 1</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/milestone1/</link>
      <pubDate>Fri, 23 Jan 2026 12:29:59 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/milestone1/</guid>
      <description>Ray Tracer Milesone 1 Due: Feb 10, 2026The assignment is broken down into several features described below. Each feature is worth a number of points and will be graded separately (although later feature may build on and require a working implementation of earlier features). Your code should be correct and free of segfaults, deadlocks, or other buggy behavior. You will not be graded on software engineering (use design patterns and unit tests if they help you) but unreadable code is less likely to receive partial credit.</description>
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    <item>
      <title>Dev Notes: Debugging Techniques for Ray Tracer Project</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/devnotes/raydebug/</link>
      <pubDate>Fri, 23 Jan 2026 12:00:01 -0500</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/devnotes/raydebug/</guid>
      <description>There are different ways to debug your ray tracer according to the problems. Here we list several possible problems you may have in development.
To accelerate your debugging procedure, the command line UI is recommended, which has all features required for debugging, although some of them may be difficult to enable (like those must be enabled through the -j option).
Segfault This is a (very) common problem for any C/C++ program.</description>
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    <item>
      <title>Assignment 1: Ray Tracer</title>
      <link>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/overview/</link>
      <pubDate>Thu, 23 Jan 2025 11:59:59 -0600</pubDate>
      
      <guid>http://www.cs.utexas.edu/~graphics/s26/cs354h/ray/overview/</guid>
      <description>Overview In this project, which is broken up into two milestones, you will build a program that will generate ray-traced images of complex scenes using the Whitted illumination model. You will implement the core ray-tracing algorithm with basic shading, including computing ray-triangle intersections and casting secondary reflection, refraction, and shadow rays, texture mapping, and build an acceleration data structure to dramatically improve the performance of the ray-object intersection tests.
Getting Started Starter Code  Starter Code Download Reference Binaries Public Scenes Part 1 Public Scenes Part 2 Cubemap Download  (Note: these test scenes are for both project milestones.</description>
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