Prerequisites: COSC 310 and junior status
The use of computer graphics hardware and software. An overview of current applications and experience with representative software will introduce current practice. Foundations in primitives, geometry, and algorithms of passive computer graphics are the principal focus. A brief introduction to interactive computer graphics is included.
Course Outcomes
Upon successful completion of this course, the student should be able to
- Discuss computer graphics terminology, progress and issues.
- Describe different kinds of graphics display system.
- Write 2-D and 3-D computer graphics application.
- Model geometric objects into computer graphics.
- Create digital images using vector tools and parametric forms.
- Create images using affine transformation in both 2-D and 3-D cases.
- Develop tools for modeling, shaded objects and 2-D and 3-D viewing.
- Model shapes with polygonal meshes, surfaces and Bezier curves.
- Render texture and hidden surface removal.
- Apply advanced techniques such as ray tracing, color theory, and fractals.
Course Outline
A. Introduction — 3 hours
a. Where computer generated picture are used
b. Primitives
c. Input and output devices
d. Graphics architectures
B. Drawing figures — 4 hours
a. Device independent programming
b. Window based programming
c. Graphics primitives
d. Line drawing
e. Interaction with input devices
C. Drawing tools — 3 hours
a. Viewports
b. Figures based on regular polygons
c. Drawing circles and arcs
d. Parametric curves
D. Vector tools for graphics — 3 hours
a. vectors
b. Dot product
c. Cross product
d. Representation of geometric objects
e. Tweening
f. Clipping
E. Transformation of objects — 5 hours
a. Introduction to transformation
b. 2-D , 3-D and inverse affine transformation
c. Changing coordinate systems
d. Drawing 3-D objects
e. Translation, scaling and rotation
f. Tiling
F. Modeling shapes with polygonal meshes — 4 hours
a. Polygonal meshes
b. Finding normal vectors
c. Properties of meshes
d. Polyhedra and Prism
e. Extruded shapes
f. Smooth objects
G. Three dimensional viewing — 4 hours
a. Positioning and pointing camera
b. Projection of 3-D objects point, line
c. Graphics pipeline
d. Taxonomy of projections
H. Rendering — 5 hours
a. Shading models
b. Flat and smooth shading
c. Texture
d. Shadows
I. Approaches to Infinity — 3 hours
a. Fractals, random fractals and self-similarity
b. String production
c. Peano curves
d. Creating images by iterated functions systems
e. Mandelbrot and Julia sets
J. Raster Display, curves and surface — 3 hours
a. Pixmaps
b. Aliasing
c. Polynomials
d. Bernstein polynomial
e. B-splines
f. Color theory
K. Hidden surface removal and ray tracing — 3 hours
a. Hidden surface removal methods
b. Hidden line removal methods
c. Overview of Ray-tracing process
Midterm exam — 2 hours
Total = 42 hours
Final Exam: During Final Exam week
Evaluation Methods
The final grade for the course is determined as follows:
Midterm exam 20%
Programming Assignments 30%
Final Exam 30%
Homework 10%
Quizzes 10%
Grading Scale: 90-100% – A, 80-89% – B, 70-79% – C, 60-69% – D, 0-59% – F
Attendance: The attendance policy will conform to the universitywide attendance criteria.
Required Textbook:
Computer Graphics using Open GL., Second Edition, F.S.Hill, Jr., Prentice Hall, Upper Saddle River, NJ, 2001. ISBN 0-02-354856-8