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Graphics

The document outlines the Computer Graphics course (CoSc 3072) at Bridge International College, detailing its objectives, course outline, and assessment methods. Students will learn core concepts of computer graphics, utilize OpenGL for interactive graphics, and understand the graphics pipeline through lectures and lab work. The course includes various topics such as rendering processes, geometrical transformations, and application modeling, with a focus on practical programming projects.

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0% found this document useful (0 votes)
22 views4 pages

Graphics

The document outlines the Computer Graphics course (CoSc 3072) at Bridge International College, detailing its objectives, course outline, and assessment methods. Students will learn core concepts of computer graphics, utilize OpenGL for interactive graphics, and understand the graphics pipeline through lectures and lab work. The course includes various topics such as rendering processes, geometrical transformations, and application modeling, with a focus on practical programming projects.

Uploaded by

Beki Tube
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

College: Bridge International College

Course Title: Computer Graphics


Course Code: CoSc 3072
Credit Hrs.: 3 ECTS: 5 Lecture Hrs.: 2 Lab Hrs.: 3 Tutorial Hrs. 1
Prerequisite: CoSc 2015-Fundamentals of programming in C++
Course Category: Compulsory
Year III Semester II
Course Description
This course will introduce students to all aspects of computer graphics including hardware, software and applications.
Students will gain experience using a graphics application programming interface (OpenGL) by completing several
programming projects.
Course Objectives
By the end of this course, students will be able to:
 Have a basic understanding of the core concepts of computer graphics.
 Be capable of using OpenGL to create interactive computer graphics.
 Understand a typical graphics pipeline.
 Have made pictures with their computer.

Course Outline
Chapter 1: Introduction to Interactive Computer Graphics (4hr)
1.1. Brief History of Computer Graphics
1.2. 3D Graphics Techniques and Terminology
1.3. Common Uses of Computer Graphics
1.4. Application Area
Chapter 2: Graphics Hardware (2hr)
2.1. Raster Display Systems
2.2. Introduction To The 3D Graphics Pipeline
2.3. The Z Buffer For Hidden Surface Removal
Chapter 3: Introduction to The Rendering Process with OpenGL (3hr)
3.1. The Role of OpenGL in the Reference Model
3.2. Coordinate Systems
3.3. Viewing Using a Synthetic Camera
3.4. Output Primitives and Attributes
Chapter 4: Geometry and Line Generation (5hr)

4.1. Point and Lines, Bresenham‘s Algorithm Generating Circles


4.2. Plotting General Curves
4.3. Line Thickness
4.4. Line Style
4.5. Polygons
4.6. Filling
4.7. Text and Characters
Chapter 5: Geometrical Transformations (3hr)
5.1. 3D Transformation
5.2. Matrix Representation
5.3. Homogeneous Coordinates
5.4. Combination of Transformations
Chapter 6: State Management and Drawing Geometric Objects (3hr)
6.1. Basic State management
6.2. Displaying Points Lines and Polygons3
6.3. Normal Vector
6.4. Vector Arrays
Chapter 7: Representing 3D Objects (2hr)
7.1. Modeling Using Polygons
7.2. Techniques for Creating Representational Polygon Meshes
7.3. Non-Polygonal representations Chapter 8: Color and Images (2hr)

8.1. Color in Computer Graphics TGB, CIE


8.2. Image Formats and Their Applications: GIF, JPG, PNG
Chapter 9: Viewing A local Illumination Model (4hr)
9.1. Using The Camera Model for Viewing 3D Scenes
9.2. Perspective and Other Types of Projection
9.3. Viewing Types of Light Source
9.4. Reflectance Models: Diffuse (Lambert) and Specular (Phong) Gouraud and Phong
Interpolation
9.5. Lightning and Shading in OpenGL Textures
Chapter 10: Application Modeling (4hr)
10.1. Distinction Between Modeling and Graphics
10.2. Immediate Mode Versus Retained Mode Model
10.3. Storage Strategies
10.4. The Matrix Stacks
10.5. OpenGL Display Lists: Traversal and Instancing
10.6. How The Concepts are Realized in Specific Systems: OpenGL and java3D

Teaching - Learning methods


Assessment method
Quizzes 20%
Assignments 10%
Project 20%
Final Exam 50%
Total 100%
Teaching materials Text Books:

 Richard S. Wright [Link]. OpenGL® SuperBible: Comprehensive Tutorial and Reference, Fifth Edition Addison-
Wesley Professional
 Glen W Rowe, Computer Graphics with Java, PALGRAVE, 2001

Computer Graphics Laboratory Outline

Week1 Introduction to OpenGL


Rendering pipeline
Libraries
Include files
Setting up compiler
Compiling OpenGL/GLUT programs

Week2 Implementation for drawing 2D primitives Points,


lines, Circle, polygon
Week3 2D transformation
Translation
Rotation
Reflection
Window viewport
Week4 Composite 2D transformation
Week5 Line Clipping
Week7 3D transformation
Translation
Rotation
Scaling
Week8 3D projection
Parallel
Perspective
Week9 Image editing and Manipulation
Week10 2D animation

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