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L7 - CS310 - Computer Graphics

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L7 - CS310 - Computer Graphics

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Code & No: CS 310

Credits: 3 (3,0,1)

Computer Graphics Pre-requisite: CS 120

Co-requisite: None

Level: 7

Course Description:

This course will provide basic techniques on computer graphics, including software, hardware and
applications. This course assumes good background in programming using C or C++, mathematics and linear
algebra. Major topics include introduction to basic computer graphics, 2D and 3D transformations, curve
modeling, and illumination and surface rendering approaches. Concepts and graphics algorithms will be
reinforced using standard application program interface (e.g. OpenGL).

Course Aims:

The aim of this course is to allow students to acquire knowledge of understanding Computer
Graphics Systems, specifically;
1. The fundamental display algorithms for raster graphics systems
2. The mathematical nature of 2- and 3-D environments
3. The properties of surfaces and their simulation

Student Outcomes (SOs):

☒(a) An ability to apply knowledge of computing and mathematics appropriate to the program’s student
outcomes and to the discipline

☒(b) An ability to analyze a problem, and identify and define the computing requirements appropriate to its
solution

☒(c) An ability to design, implement, and evaluate a computer-based system, process, component, or
program to meet desired needs

☐(d) An ability to function effectively on teams to accomplish a common goal

☐(e) An understanding of professional, ethical, legal, security and social issues and responsibilities

☐(f) An ability to communicate effectively with a range of audiences

☐(g) An ability to analyze the local and global impact of computing on individuals, organizations, and society
☐(h) Recognition of the need for and an ability to engage in continuing professional development

☒(i) An ability to use current techniques, skills, and tools necessary for computing practice.

☒(j) An ability to apply mathematical foundations, algorithmic principles, and computer science theory in the
modeling and design of computer-based systems in a way that demonstrates comprehension of the tradeoffs
involved in design choices. [CS]

☐(k) An ability to apply design and development principles in the construction of software systems of varying
complexity. [CS]

☐(j) An ability to use and apply current technical concepts and practices in the core information technologies
of human computer interaction, information management, programming, networking, and web systems and
technologies. [IT]

☐(k) An ability to identify and analyze user needs and take them into account in the selection, creation,
evaluation, and administration of computer-based systems. [IT]

☐(l) An ability to effectively integrate IT-based solutions into the user environment. [IT]

☐(m) An understanding of best practices and standards and their application. [IT]

☐(n) An ability to assist in the creation of an effective project plan. [IT]


Course Learning Outcomes (CLOs):

1. Understand the foundations of computer graphics: hardware systems, math basis, light and color.
2. Implement key components of the rendering pipeline, especially visibility, characterization,
viewing, and shading to understand issues involved in implementing other components.
3. Evaluate the complexities of modeling realistic objects through modeling complex scenes using a
high-level scene description language.
4. Identify some advanced topics in computer graphics; these might include texturing, animation,
physically-based modeling, procedural modeling, curves and surfaces, global illumination,
interaction, visualization, and virtual reality.

SOs and CLOs Mapping:

CLO/SO a b c d e f g h i j k l m n

CLO1 √

CLO2 √ √

CLO3 √ √ √

CLO4 √ √ √
No. Topics Weeks Teaching
hours
1 Introduction and applications of Computer Graphics 2 6

2 Scan‐Conversion: Scan‐Converting A Point, Scan‐ 2 6


Converting A Straight Line: DDA Line Algorithm,
Bresenham’s Line Algorithm, Scan‐Converting a
Circle and an Ellipse: Mid‐Point Circle and
Ellipse Algorithm

3 Two –Dimensional & Three Dimensional 2 6


Transformations: Two –dimensional translation,
rotation, scaling, reflection, shear transforms, Two‐
dimensional composite transformation

4 Two –Dimensional & Three Dimensional 2 6


Transformations: Two‐dimensional viewing
pipeline, world to screen viewing transformations
and clipping (Cohen‐Sutherland Line Clipping, Liang‐
Barsky Line Clipping), Three –dimensional
translation, rotation, scaling, reflection, shear
transforms

5 Two –Dimensional & Three Dimensional 2 6


Transformations: Three‐dimensional composite
transformation, Three‐dimensional viewing
pipeline, world to screen viewing transformation,
projection concepts (orthographic,
parallel, perspective projections)

6 Curve Modeling: Introduction to Parametric cubic 2 6


Curves, Splines, Bezier curves

7 Illumination and Surface Rendering methods: 2 6


Algorithms to simulate ambient, diffuse
and specular reflections, Constant , Gouraud and
phong shading models

Total 14 42
Textbook:

• Hearn, Donald, and M P. Baker. Computer graphics with OpenGL. Boston: Addison Wesley, 2011.

Essential references:

• Real-Time Rendering, Akenine-Moller, Haines, 3rd edition, AK Peters Ltd, 2008.


• Fundamentals of Computer Graphics, Shirley, Ashikhmin, Marschner, A K Peters, 2009.
• Computer Graphics: Principles and Practice, Foley, Addison-Wesley, 4th edition, 2015
• Computer Graphics: Using OpenGL, Hill, 2nd edition, Prentice Hall, 2001.

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