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Computer Graphics Course Introduction
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- Thur. 3-4pm Your Staff Dr. Guoying Zhao
- - office: TS302 - phone: - Thur. 3-4pm TAs: Dr. Jie Chen (Lab exercises) TS329 Pekka Koskenkorva (Exercises) TS336
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Broad introduction to Computer Graphics
Objectives Broad introduction to Computer Graphics Software Hardware Applications OpenGL
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Prerequisites Good programming skills in C (or C++)
Basic Data Structures Linked lists Arrays Geometry Simple Linear Algebra If you don’t know C++, you CAN take this class (but get ready to invest some time early on) Linear Algebra (vector and matrix arithmetic, dot and cross products) background helpful but not required
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Bird’s Eye View of the Course
History and evolution of computer graphics Graphics API (OpenGL) for implementation 3D computer graphics algorithms Geometry Transformations Viewing Shading 2D graphics including Line drawing Polygon filling Clipping Hierarchical modeling
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Part 1: Introduction Text: Chapter 1 Lectures 1-2
Outline: Part 1 Part 1: Introduction Text: Chapter 1 Lectures 1-2 What is Computer Graphics? Applications Areas History Image formation Basic Architecture
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Part 2: Basic OpenGL Text: Chapters 2-3 Lectures 3-4 Architecture GLUT
Outline: Part 2 Part 2: Basic OpenGL Text: Chapters 2-3 Lectures 3-4 Architecture GLUT Simple programs in two and three dimensions Interaction
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Part 3: Three-Dimensional Graphics Text: Chapters 4-6 Lectures 5-10
Outline: Part 3 Part 3: Three-Dimensional Graphics Text: Chapters 4-6 Lectures 5-10 Geometry Transformations Homogeneous Coordinates Viewing Shading
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Part 4: Implementation Text: Chapter 7 Lectures: 11-12
Outline: Part 4 Part 4: Implementation Text: Chapter 7 Lectures: 11-12 Approaches (object vs image space) Implementing the pipeline Clipping Line drawing Polygon Fill Display issues (color)
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Part 5: Hierarchy and Procedural Methods Text: Chapters 10-11
Outline: Part 5 Part 5: Hierarchy and Procedural Methods Text: Chapters 10-11 Lectures: 13-14 Tree Structured Models Traversal Methods Scene Graphs Particle Systems
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Schedule Exam: May 28th, 2-5pm, L1 Lecture 1: Mon. 14-16 Lecture 9
Exceptions: Week 10: Mar. 8th, 10th; Easter holiday: Mar. 31st, Apr. 5th. Lecture 1: Mon Lecture 2: Wed Lecture 3 Lecture 4 (First HW out) Lab intro Lecture 5 Exercise 1 Lecture 6 Lecture 7 Lecture 8(Second HW out; First due) 2403 Wed: TS126 Exercise 2 Lecture 9 Lecture 10 Lecture 11 Exercise 3 Lecture 12 (Third HW out; Second due) Lecture 13 Exercise 4 Lecture 14 Exercise 5 (Fourth HW out; Third due) Exam: May 28th, 2-5pm, L1
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Course syllabus (online)
Handouts and Handins Course syllabus (online) assignment deadlines and lecture topics are subject to change Collaboration Policy all work must be your own violations will not be tolerated ,but you are allowed to talk about high level aspects of the course or general C++ issues with classmates
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Studying this course consists of three parts:
Course studying Studying this course consists of three parts: self-study with the book following the lecture doing the assignment work The three parts complement each other. Reading the book should give you detailed insights into the matter. Following the lecture, you should understand basic concepts and mechanisms, and how they relate to each other. Finally, while doing the assignment work, you will apply all your knowledge and get even deeper and long-lasting understanding of the subject.
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The programming work has to be done with the OpenGL graphics library.
Homework The programming work has to be done with the OpenGL graphics library. Programs are to be written in the C++ programming language. which ensures that you understand the concepts. 1. Basic C++ and OpenGL: keyboard, mouse; 2. Polygons (patches, polygons) and lighting 3. Drawings using OpenGL (or MFC): points, lines, circles; Polygon filling 4. Robot
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Grading Participants have to pass both written exam (50%) and practical programming assignments (50%) separately to finally get the credit points. Note: present to at least 10 lectures from total 14 lectures and 3 from in total 6 exercise and lab classes. However, it is possible (if one of the two parts are failed) to keep the partial result for the next chance. So, if you passed the practical assignments but failed the exam, you can keep the assignment mark for the next round of exams. And if you made the exam but failed the assignments, you only have to redo the practical work with the next course.
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Helpful references Edward Angel: Interactive Computer Graphics, 5th, Addison-Wesley (textbook) Peter Shirley, Michael Ashikhmin, Michael Gleicher, et al. : Fundamentals of Computer Graphics, second edition, AK Peters, Ltd. 2005 Lecture notes (in English): from Edward Angel and get the permission to use them in our course; OpenGL Programming Guide or 'The Red Book‘: OpenGL Video Tutorial:
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