DEPARTMENT OF COMPUTER SCIENCE
CS 4250: COMPUTER GRAPHICS
Graphic I-O devices; two-dimensional and three-dimensional display techniques; display processors; clipping and windowing; hidden-line removal; data structures for graphics. Prerequisites: CS 3350 and one of MATH 2220, MATH 3220, MATH 3320.
- graphics applications
- languages for CG
- Graphics Hardware
- Color and Color Lookup tables
- Raster Graphics & Raster Graphics toolkits
- Standard primitives
- Primitive generation e.g. Bresenham
- Filling algorithms
- Drawing Styles
- Interactive graphics
- User Interface considerations
- Input devices
- Interactive programming techniques
- 2D & 3D Graphics
- Modeling Transformations
- Coordinate systems
- Windows and Viewports
- Wireframe models
- Animation Techniques
- 3D Realism Techniques
- Back Face Removal
- Viewing issues
- Shading and smoothing techniques
- Lighting issues
- Introduction to Ray Tracing
- Additional Topics as time permits
Four to six computer graphics programming using a high level programming language will be assigned. A project using a high level graphics application program will be assigned.
Student Learning Outcomes
- I know how to draw the basic primitives (e.g., point, line, polygons) using OpenGL.
- I can explain how the Bresenham line scan conversion algorithm works.
- I am able to produce simple animation using OpenGL.
- I know how 2D transformations (e.g., 2D translation, 2D rotations, 2D scaling) work in graphics.
- I know how 3D transformations (e.g., 3D translation, 3D rotations, 3D scaling) work in graphics.
- I understand how simple line and polygon clipping algorithms work.
- I know how spline-based modeling works in graphics.