Lecture: 2 hours/week
and
Lab: 2 hours/week
The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.
- 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
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.
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).
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.
None