Computer Graphics
Overview
- Graphics systems and models
- Image formation
- Imaging systems
- Graphics architectures
- Graphics programming
- Programming 2D applications
- OpenGL programming
- Primitives and attributes
- Colour attributes
- Control functions
- Polygons
- Geometric objects and transformations
- Scalars, points, and vectors
- Coordinate systems
- Frames in OpenGL
- Matrix and vector classes
- Translation, rotation, and scaling
- Transformation matrices in OpenGL
- Projections
- Positioning of a camera
- Parallel projections
- Perspective projections
- Projection matrices
- Projection and shadows
- Lighting and shading
- Light sources
- Reflection modelling
- Polygonal shading
- Lighting models
- Discrete techniques
- Buffers
- Mapping methods
- Texture mapping
- Texture generation
- Environment mapping
- Bump mapping
- Sampling and aliasing
- Clipping and rasterization
- Line-segment clipping
- Polygon clipping
- Polygon rasterization
- Hidden-surface removal
- Anti-aliasing
- Rendering
- Ray tracing
- Radiosity
- Parallel rendering
The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.
Assessment will be in accordance with the Douglas College Evaluation Policy. The instructor will present a written course outline with specific evaluation criteria at the beginning of the semester. Evaluation will be based on the following:
|
Labs |
10-20% |
|
Assignments |
0-20% |
|
Projects |
0-20% |
|
Term Test(s) |
25-35% |
|
Final Exam |
30-40% |
In order to receive a D grade (or higher) in the course, students must receive an overall course grade of at least 50% and a grade of at least 50% on the combined weighted examination components (Term Test(s) and the Final Exam).
Upon successful completion of this course, students will be able to:
- explain the core concepts and mathematical foundations of computer graphics;
- analyze fundamental graphics algorithms and data structures;
- identify a typical graphics pipeline and its stages;
- summarize specialized graphics programming techniques such as shader programming and texture mapping;
- design and implement interactive computer graphics applications using OpenGL;
- construct and apply two-dimensional (2D) and three-dimensional (3D) transformations, including translation, rotation, scaling, shearing, and reflection;
- apply projection techniques and visible surface detection methods to render 3D scenes on 2D screens;
- compare and contrast fundamental lighting and shading models used in computer graphics;
- utilize different clipping methods to extract 3D scenes;
- describe the 3D rendering process.
Consult the Douglas College Bookstore for the latest required textbooks and materials. Sample textbooks and materials may include:
- Edward Angel and Dave Shreiner. (Current Edition). Interactive Computer Graphics. Pearson.
Requisites
Course Guidelines
Course Guidelines for previous years are viewable by selecting the version desired. If you took this course and do not see a listing for the starting semester / year of the course, consider the previous version as the applicable version.
Course Transfers to Other Institutions
Below are current transfer agreements from Douglas College to other institutions for the current course guidelines only. For a full list of transfer details and archived courses, please see the BC Transfer Guide.
| Institution | Transfer details for CMPT 3361 |
|---|---|
| Kwantlen Polytechnic University (KPU) | No credit |
| Simon Fraser University (SFU) | SFU CMPT 361 (3) |
| Thompson Rivers University (TRU) | TRU COMP 3XXX (3) |