This course prepares students for activities involving the design, development, and testing of modeling, rendering, and animation solutions to a broad variety of problems found in entertainment, sciences, and engineering. It also provides the students to understand and implement the fundamental principles and technologies for these functionalities.
P. Shirley, Fundamentals of Computer Graphics, 2nd ed, AK Peters Ltd, 2002
Other Sources
M. de Berg, M. van Kreveld, M. Overmars, and O. Schwarzkopf. Computational Geometry: Algorithms and Applications. Springer-Verlag, Berlin, 1997.
Foley, van Dam, Feiner, Hughes, Principles and Practice, Second Edition in C , Addison Wesley, 1996.
Course Schedules
Week
Contents
Learning Methods
1. Week
Graphic Systems
Oral presentation
2. Week
Geometry
Oral presentation, Laboratory
3. Week
Topology
Oral presentation
4. Week
Arrangements
Oral presentation, Laboratory
5. Week
Curves
Oral presentation, Laboratory
6. Week
Animation
Oral presentation, Laboratory
7. Week
Morphology
Oral presentation
8. Week
Triangulation
Oral presentation, Laboratory
9. Week
Mesh processing
Oral presentation, Laboratory
10. Week
Light, perception
Oral presentation, Laboratory
11. Week
Photorealism and NPR (non-photorealistic rendering )
Oral presentation, Laboratory
12. Week
Graphics pipeline
Oral presentation, Laboratory
13. Week
Image-based rendering
Oral presentation, Laboratory
14. Week
Acceleration techniques
Oral presentation
15. Week
GPU shaders and advanced effects
Oral presentation, Laboratory
16. Week
17. Week
Assessments
Evaluation tools
Quantity
Weight(%)
Midterm(s)
1
30
Quizzes
1
10
Homework / Term Projects / Presentations
1
10
Project(s)
1
10
Final Exam
1
40
Program Outcomes
PO-1
an ability to apply knowledge from undergraduate and graduate engineering and other disciplines to identify, formulate, and solve novel and complex electrical/computer engineering problems that require advanced knowledge within the field
PO-2
knowledge of advanced topics within at least two subdisciplines of computer engineering
PO-3
the ability to understand and integrate new knowledge within the field;
PO-4
the ability to apply advanced technical knowledge in multiple contexts
PO-5
a recognition of the need for, and an ability to engage in, life-long learning
PO-6
the ability to plan and conduct an organized and systematic study on a significant topic within the field
PO-7
an ability to convey technical material through formal written reports which satisfy accepted standards for writing style
PO-8
the ability to analyze and use existing literature
PO-9
the ability to demonstrate effective oral communication skills
PO-10
the ability to stay abreast of advancements in the area of computer engineering
Learning Outcomes
LO-1
learn the overall structure of an interactive graphics program
LO-2
learn to use of geometric primitives (points, vectors, distances...) for representing graphic objects.
LO-3
understand the intuition behind several simple set-theoretic topological concepts (interior, boundary, complement...)
LO-4
learn how to compute the convex hull of a polygonal region, how to count cells in an arrangement of lines or planes
LO-5
learn the mathematical foundations and algorithmic techniques for processing polygonal curves (point-inclusion, area calculation, smoothing, subdivision).
LO-6
learn how to program techniques allowing a designer to create and adjust smooth motions of objects in a scene
LO-7
learn how to build mesh structures.
LO-8
learn how surface and material properties affect the trajectories of photons at different wave lengths,how humans perceive shapes and colors
LO-9
learn the hardware architecture of a contemporary graphics pipeline,
LO-10
learn how to use images, instead of geometric primitives, to increase realism