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Computer Graphics and Animation

Course code: AT70.09
Credits: 3(3–0)
This course is elective

Course objectives

To introduce computer graphics as a practical discipline. The underlying theory of computer graphics, as well as implementation algorithms, will be presented in the context of a modern industry-standard graphics programming language and interface. Instruction shall be in a laboratory setting with continuous hands-on implementation of concepts and emphasis on creating animated and interactive scenes.

Learning outcome

Introduction to Computer Graphics. OpenGL Application Programmer Interface. Curve and Surface Modeling. Animation. Interaction. Viewing and Projection Transformations. Color. Illumination and Shading. Texturing. Rendering Algorithms: Scan Conversion, Clipping and Hidden-Surface Removal.

Prerequisite(s)

Basic knowledge of two- and three-dimensional co-ordinate geometry and trigonometry and C/C++.

Course outline

I.          Introduction to a Graphical API (Application Programmer Interface)
1.     Geometric Primitives
2.     Basic Rendering Pipeline
3.     Buffering for Animation
4.     Case Study: OpenGL
 
II.        Curve and Surface Modeling
1.      Approximating Curves by Polygonal Lines
2.       Approximating Curved Surfaces by Triangulated Surfaces         
3.       Recursive Subdivision
4.       Case Study: OpenGL
 
III.       Animation
1.       Animation Techniques
2.      Animation by Viewing and Modeling Transformations
3.      Projection Transformations
4.      Matrices and the Mathematics of Affine Transformations
5.      Interaction: Mouse, Keyboard, Menus
6.      Case Study: OpenGL
 
IV.       Color
1.     Color Perception
2.     Color Models and Access Modes
3.     Case Study: OpenGL
        
V.        Illumination
1.     Illumination Models
2.     Shading Models
3.     Case Study: OpenGL
 
VI.       Texture
1.     Texture Objects and Functions
2.     Texture Mapping
3.     Case Study: OpenGL
 
VII.     Advanced Rendering Techniques 
1.     Blending
2.     Antialiasing
3.     Fog
4.     Case Study: OpenGL 
 
VIII.    Rendering Algorithms
1.      Scan Converting Lines and Polygons
2.      Line and Polygon Clipping
3.      Hidden-Surface Removal: z-buffer

Learning resources

Textbook

S. Guha:
Computer Graphics through Open GL: Experiments and Theory, Pre-print.
 
M. Woo, J. Neider, T. Davis and D. Steiner
OpenGL Programming Guide, 6th Edition.

Reference books

E. Angel:
Interactive Computer Graphics: A Top-Down Approach with OpenGL, Addison-Wesley, 2000.
 
J.D. Foley, A. van Dam, S.K. Feiner, and J.F. Hughes:
Computer Graphics Principles and Practice (2nd Edition in C), Addison-Wesley, 1996.
 
D. Hearn and M.P. Baker:
Computer Graphics with OpenGL, Addison-Wesley, 2003.
 
D. Shreiner, editor:
OpenGL Reference Manual (3rd Edition), Addison-Wesley, 1999.
 
R.S. Wright and M.R. Sweet:
OpenGL SuperBible (2nd Edition), Waite Group, 1999.

Grading

The final grade will be computed from the following constituent parts:
 
Mid-semester exam (25-40%),
Final exam (25-40%),
Assignments/projects/presentations (20-50%).
 
Open/closed-book examination is used for both mid-semester and final exam.

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