Computer Graphics - Course Outline
Computer Graphics - Course Outline
Course Syllabus
Course Title: Computer Graphics
Course Code: CoSc 3072
Credit Hrs.: 3 ECTS: 5 Lecture Hrs.: 2 Lab Hrs.: 3 Tutorial Hrs. 1
Prerequisite: CoSc 1012 Computer Programming
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 Model92
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 Projection93
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 et.al. OpenGL® SuperBible: Comprehensive Tutorial and Reference, Fifth
Edition Addison-Wesley Professional
➢ Glen W Rowe, Computer Graphics with Java, PALGRAVE, 2001