CS451

Computer Graphics CS 451

Course Objectives:
  • Having successfully completed this course, the student will be able to:
  • Develop an understanding of the principles and methods used in creating, manipulating, storing and displaying of D and 3D graphics.
  • Manipulate computer graphics using suitable tools.
  • Distinguish between different graphics formats.
  • Expertise concepts and techniques behind computer-generated animation.
Course Description:

The course begins with a discussion of formats, storage and display technologies before moving onto graphics rendering pipelines that demonstrate the process of generating D and 3D images. Thereafter, coverage of the techniques used in the creation and manipulation of D and 3D graphics (geometric, viewing and projection transformations), illumination, shading, and texture mapping techniques are provided. Following a discussion of graphical user interfaces, the creation and manipulation of computer-generated animations is introduced.

Topics Covered:
Lectures:
  • WPF-based Computer Graphics vs. Human Visual Perception: frame buffer, Monitor and other hardware
  • Colour modelling, Image creation and display using both Raster and vector graphics
  • Rendering Pipeline
  • Curves and Surfaces Representations
  • D & 3D Object Modeling using Meshes
  • D & 3D Viewing and Modelling transformations
  • Matter-Lighting interaction models
  • Scan conversion algorithms: line, circle drawing, etc.
  • Textures & Texture Mapping techniques & algorithms
  • HSR, Shading, Blending and image processing techniques
  • Interaction & animation techniques
Slides

  • Introduction [PPT]
  • General Graphics Systems [PPT]
  • Transformations [PPT]
  • OpenGL [PPT]
  • Texture Mapping [PPT]
  • Geometric Primitives [PPT]
  • Camera Transformations [PPT]
  • Clipping [PPT]
  • Colors [PPT]
  • Hermite Splines [PPT]
  • Bazier Curves [PPT]

Sources
Tutorials:
  1. Drawing Simple Shapes [Link]
  2. OpenGL Coloring [Link]
  3. Working With 3D Environment[Link]
  4. Texturing [Link]
  5. Displaying Text [Link]
  6. OpenGL Primitives [Link]
Laboratories:
  • Computer Graphics development platform
  • Graphics Program structure (by examples)
  • Graphic’s OpenGL-based programs
  • Project definition
  • Application analysis and studies:
  • a. Case Study : Pipeline, Modeling & Transformations
  • b. Case Study : Lighting, interaction & animation
  • c. Case Study 3: Textures & image processing
  • Project follow up, guidance and assessment
  • Project report exam, student presentation
Textbooks:(Books are obtained online from Scribd.com)

[1] Foley, J., A. van Dam, S. K. Feiner, and J. F. Hughes 1996. Computer Graphics: Principles and Practice(Second Edition in C ed.). Reading, Massachusetts: Addison-Wesley. [PDF]
[2] Interactive Computer Graphics - A Top-Down Approach 6e By Edward Angel and Dave Shreiner (Pearson, 2012) BBS [PDF]
[3]Hearn, D. and P. M. Baker 1994. Computer Graphics (Second Edition ed.). London: Prentice Hall.[PDF]
[4] Foley, J., A. van Dam, S. K. Feiner, J. F. Hughes, and R. L. Phillips 1993. Introduction to Computer Graphics.Reading, Massachusetts: Addison-Wesley.[PDF]
[5] Peter Shirley, Michael Ashikhmin, Steve Marschner" Fundamentals of Computer Graphics 3rd Edition"[PDF]
[6] Hearn, Baker " Computer Graphics with OpenGL" Third Edition[PDF]
[7] Dan Cornford "Computer Graphics Lecture Notes" Aston University, Birmingham 2004 [PDF]




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