ECE 495E - Fundamentals of Computer GraphicsLecture Hours: 3 Credits: 3
This is an experiential learning course.
Experimental Course Offered: Spring 2004, Fall 2004
This course will cover basic and advanced principles of interactive computer graphics: raster graphics, color models, anti-aliasing and texture, image-space and object-space methods, 3D homogeneous coordinates, perspective, illumination models, depth cueing, hidden line elimination, morphing and other techniques.
This course meets with CS 334.
Details on the Course Projects
Students are assigned a series of four projects using the OpenGL graphics standard API. The projects can be done in C/C++ on any platform (Unix, Linux, Windows). The projects will involve implementation of the topics in the class using the graphics API that will actually implement most of the low-level programming for the students. These projects will give students a high-level introduction to graphics programming. The students will also be assigned 3 projects using the Renderman shading language [Renderman is the standard high-level shading language used in the movie effects industry for photorealistic rendering] to give them experience implementing more advanced topics from the class.
- Interactive Computer Graphics: A top Down Approach Using OpenGL, 3rd Edition, Ed Angel, Addison-Wesley, 2002, ISBN No. 020-185-5712.
Recommended Text(s): None.
Learning Outcomes:A student who successfully fulfills the course requirements will have demonstrated:
- an understanding of the design issues for creating raster graphics. [b,c,j,k]
- an ability to apply rendering techniques to an actual computer graphics problem and associated datasets. [a,c,e,k]
- an understanding of object transformations, representations, transformations, and perspective projections. [a]
- an understanding of color, illumination, and shading techniques. [a]
- an understanding of the rendering and rasterization techniques. [a]
- an understanding of the application of computer graphics techniques to visualization, animation, and computer aided design. [j,k]
|1-2||Brief overview of computer graphics and architecture (rendering pipeline), graphics software, and graphics applications. Introduction to the OpenGL library, example programs.|
|3||Raster basics: drawing lines and circles, clipping algorithms, polygon intersection. Alias effects, techniques to counter them.|
|4-5||From the scene to image: Objects, transforms, color and illumination models, polygonal object representation, texture maps, view port clipping, rasterization.|
|6-7||Perspective and projection, affine and projective coordinates, rigid body motions. Object manipulation, concepts from projective geometry.|
|8-9||Color perception and color models, local illumination, ambient, diffuse, and specular light models. Material properties. Gouraud and Phong shading.|
|10-11||Basic ray tracing, direct and indirect illumination, reflection and refraction. Constructive Solid Geometry (CSG), ray tracing CSG models.|
|12-13||Object geometry: polygon mesh, implicit surfaces, parametric curves and surfaces. Modeling with implicit surfaces. Construction of polygon meshes.|
|14-15||Survey of basic tools and techniques for animation, scientific visualization, and computer-aided design.|
Engineering Design Content: