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Guidelines_English_Final
تحميل الدليل التدريبي

أسئلة شائعة


Computer Graphics CAP373

Course Description:

    The focus of this course is to give the student a high level overview of CG and its applications, methods, and tools. It covers the basic algorithms for generating images: including scan-conversion, clipping, and antialiasing methods. 2D and 3D transformations and modeling.
    Selected topics in CG may be included, such as: hidden surface removal, curve and surface representations, animation basics, illumination models and shading methods.

Text Books:

Computer Graphics With OpenGL
3rd Edition
By Donald Hearn and Pauline Baker
Published by Prentice Hall

Grading:

Category Value
Mid 1 (theoretical) 15%
Mid 2 (practical) 10%
Quizzes 10%
Sheets & Lab 15%
Final Lab 10%
Final Exam (theoretical) 40%

 

 

 

 

 

Course Syllabus:

Chapter 1                     A Survey of Computer Graphics

Chapter 2                     Overview of Graphics Systems

Chapter 3                     Output Primitives

Chapter 4                     Attributes of Output Primitives

Chapter 5                     Geometric Transformations

Chapter 6                     2D Viewing

Chapter 7                     3D Viewing

Chapter 8  (optional)    3D Object Representations

Chapter 9                     Visible Surface-Detection Methods

Detailed:

Chapter 1                     A Survey of Computer Graphics

Chapter 2                     Overview of Graphics Systems:

·        (2_1) CRT – Raster Scan and Random Scan Monitors

·        (2_1) Color Monitors

·        (2_1) Flat Panel displays

·        (2_1) A brief idea about Stereoscopic viewing

·        (2_2) Raster Scan systems: Video Controllers, Frame Buffers, and Display Processors

·        (2_4) Input Devices (brief)

Chapter 3                     Output Primitives:

·        (from 2nd edition) Points and Lines

·        (3_5) Line Drawing algorithms (detailed): DDA, Bresenhams

·        (3_6) Drawing Circles: Midpoint algorithm (detailed)

·        (3_20) Character Generation: bitmapped and outlined

Chapter 4                     Attributes of Output Primitives

·        (4_2) Color and Grayscale levels: LUT

·        (4_10) Scan-line Polygon-fill algorithm

·        (4_13) Boundary-fill and flood-fill

·        (4_17) Antialiasing: Supersampling and Filtering (basics)

Chapter 5                     Geometric Transformations

·        (5_1) Basic 2D transformations: Translation, Rotation, Scaling

·        (5_2) Homogeneous Coordinates

·        (5_3) Inverse Transformations

·        (5_4) Composite Transformations

·        READING: (5-5) Other Transformations

·        (5_9 to 5_13)Basic/Composite 3D transformations: Translation, Rotation, Scaling

·        (5_15) Transformations between coordinate systems

·        (5_17) OpenGL Matrix Stacks

Chapter 6                     2D Viewing

·        (6_1) The Pipeline

·        (6_2) The Clipping Window

·        (6_3) Window-to-Viewport Mapping

·        (6_5 and 6_6) Point Clipping

·        (6_7) Line Clipping (Cohen-Sutherland)

·        (6_8) Polygon Clipping (Sutherland-Hodgeman , Weiler-Atherton)

·        (6_10) Text Clipping

Chapter 7                     3D Viewing

·        (7_1) 3D Viewing Concepts

·        (7_2) The Pipeline

·        (7_3) Setting up a viewing-reference frame

·        (7_4) Transformation from world to viewing coordinates

·        (7_6 to 7_8) Projections: Parallel and Perspective

Chapter 8 (optional)     3D Object Representations

·        (8_8 to ???) Splines

·        Ideas about: Sweep representations, CSG, Octrees, Fractals, Particle systems, and Physically based Modeling

Chapter 9                     Visible Surface-Detection Methods

·        (9_1) Classification

·        (9_2) Back-Face Detection Method

·        (9_3) Depth-buffer Method

·        A-Buffer Method

·        Scanline Method

·        Depth Sorting

 

For assignments, slides, and more click here.

 
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