Syllabus - PROF ELEC 2 - Graphics and Visual Computing
Syllabus - PROF ELEC 2 - Graphics and Visual Computing
COURSE SYLLABUS
Course Code PROF ELEC 2 Course Credits (Units) Total: 5 Lecture 2 Lab 3
Course Title Graphics and Visual Computing Contact Hours/Week Total: 5 Lecture 2 Lab 3
Prerequisite PROF ELEC 1 - Intelligent System College / Department College of Computing and Information Sciences
Component Professional Course Semester, Academic Year First Semester, A.Y. 2024-2025
Program & Year BS in Computer Science – 4 Year th
Faculty Joseph M. Pequit
1. Pursue faculty and education excellence and strengthen the current viable curricular programs and develop curricular programs that are responsive
to the demands of the times both in the industry and the environment.
2. Promote quality research outputs that responds to the needs of the local and national communities.
Goals: 3. Develop communities through responsive extension programs.
4. Adopt efficient and profitable income-generating projects/enterprises for self-sustainability.
5. Provide adequate, state-of-the-art, and accessible infrastructure support facilities for quality education
6. Promote efficient and effective good governance supportive of high-quality education.
1. Balance
2. Integrity
Core Values:
3. Stewardship
4. Uprightness
Institutional
Graduate Innovative and service-oriented professionals
Attributes:
1. Practical Graphics Skills: Students will be skilled in creating and working with 2D and 3D computer graphics for various uses.
2. Visual Computing Problem-Solving: Students will be able to use visual computing techniques to solve real-world problems, like enhancing image
Program quality or creating realistic animations.
Educational 3. Creative Use of Technology: Students will creatively design visual content for gaming, virtual reality, and multimedia, using their knowledge of
Objective (PEO): graphics and visual computing.
4. Teamwork and Communication: Students will effectively collaborate in teams and clearly communicate to complete complex graphics projects.
5. Continuous Learning in Visual Tech: Students will stay updated with new trends and technologies in graphics and visual computing to adapt
throughout their careers.
COURSE SYLLABUS
PO 1 Articulate and discuss the latest developments in the specific field of practice. (PQF level 6 descriptor)
PO 2 Effectively communicate orally and in writing using both English and Filipino.
PO 3 Work effectively and independently in multi-disciplinary and multi-cultural teams. (PQF level 6 descriptor)
PO 4 Act in recognition of professional, social, and ethical responsibility.
PO 5 Preserve and promote “Filipino historical and cultural heritage” (based on RA 7722)
POs Common to the discipline
PO 6 Analyze complex problems, and identify and define the computing requirements needed to design an appropriate solution.
PO 7 Apply computing and other knowledge domains to address real-world problems.
PO 8 Design and develop computing solutions using a system-level perspective.
PO 9 Utilize modern computing tools.
Specific to BS Computer Science
Apply knowledge of computing fundamentals, knowledge of a computing specialization, and mathematics, science, and domain knowledge appropriate for the
PO 10
computing specialization to the abstraction and conceptualization of computing models from defined problems and requirements.
Identify, analyze, formulate, research literature, and solve complex computing problems and requirements reaching substantiated conclusions using fundamental
PO 11
principles of mathematics, computing sciences, and relevant domain disciplines.
An ability to apply mathematical foundations, algorithmic principles and computer science theory in the modeling and design of computer-based systems in a way that
PO 12
demonstrates comprehension of the tradeoffs involved in design choices.
PO 13 Knowledge and understanding of information security issues in relation to the design, development and use of information systems.
Design and evaluate solutions for complex computing problems, and design and evaluate systems, components, or processes that meet specified needs with
PO 14
appropriate consideration for public health and safety, cultural, societal, and environmental considerations.
Create, select, adapt and apply appropriate techniques, resources and modern computing tools to complex computing activities, with an understanding of the
PO 15
limitations to accomplish a common goal.
F-AQA-INS-002 | Rev. 2 | 07/01/24 | Page 2 of 11
Republic of the Philippines
BOHOL ISLAND STATE UNIVERSITY
Magsija, Balilihan, 6342, Bohol, Philippines
Office of the Instruction
Balance I Integrity I Stewardship I Uprightness
COURSE SYLLABUS
PO 16 Function effectively as an individual and as a member or leader in diverse teams and in multidisciplinary settings.
Communicate effectively with the computing community and with society at large about complex computing activities by being able to comprehend and write effective
PO 17
reports, design documentation, make effective presentations, and give and understand clear instructions.
An ability to recognize the legal, social, ethical and professional issues involved in the utilization of computer technology and be guided by the adoption of appropriate
PO 18
professional, ethical and legal practices.
PO 19 Recognize the need, and have the ability, to engage in independent learning for continual development as a computing professional.
CO3 Implement Lighting Models / Shading Techniques & Render High-Quality Visuals I I E I E I I
CO5 Analyze and Solve Visual Computing Problems / Integrate Graphics into Real-Time Applications I E D I E I E
Legend:
I – Introduced – An introductory course to an outcome; E – Enabled - A course that strengthens the outcome; D – Demonstrated – A course demonstrating an outcome
COURSE SYLLABUS
This course explores computer graphics and visual computing. Aimed at 4th-year Computer Science students, it teaches how to create and edit 2D
Course Description: and 3D models, understand image processing, and use modern tools. It’s perfect for anyone interested in game development, virtual reality, or visual
effects.
Course Time
Teaching and
Outco Learning Objectives Content/Course Matter Fram Assessment Tasks Remarks
Learning Activities
me e
At end of the unit, the students must be Unit 0: Orientation • BISU Student • Diagnostic
able to: Handbook Exam/Pretest
• Course Syllabus
1. Internalize and demonstrate the vision, 1. BISU VMGO
mission, and core values of the 2. Course Objectives
University, course outcomes and 3. Course Syllabus
classroom policies 4. Classroom Policies
Week
CO1
At end of the unit, the students must be Unit I: Introduction to Graphics and 1 • Multimedia • Quiz 1 - Introduction
able to: Visual Computing Presentation to Graphics: A
• Discussion/PDF Historical
1. Understand the basics of computer 1. Overview of Computer Graphics Perspective
• Quiz
graphics and visual computing. 2. History and Evolution
2. Recognize the key historical milestones 3. Applications in Modern Computing
in the field.
3. Identify current applications in various
industries.
COURSE SYLLABUS
At end of the unit, the students must be Unit II: Fundamentals of 2D Graphics • Discussion/PDF • Quiz 2 - Creating 2D
able to: • Demonstration Graphics: Shapes
• Quiz and Colors
1. Learn about 2D coordinate systems and 1. 2D Coordinate Systems • Hands-on Activity • Act. 1 - Drawing
their applications. 2. Drawing Basic Shapes Week shapes using a
CO2
2. Draw basic shapes using programming 3. Color Models and Palettes 2 graphics library
tools.
(e.g., Pygame or
3. Understand color models and how they
influence visual design. Processing).
At end of the unit, the students must be Unit IV: Rendering Techniques in 3D • Discussion / PDF • Act. 3 -
able to: File Implementing basic
• Demonstration shading techniques
CO2, 1. Learn about rendering techniques in 3D 1. Introduction to Rendering • Hands-on Activity in a 3D environment
graphics. 2. Lighting Models Week • Assignment
&
2. Understand different lighting models. 3. Shading Techniques (Flat, Gouraud, 4 • Ass. 1 - Rendering
CO3
3. Apply various shading techniques to 3D Phong) 3D Scenes: Lights
objects. and Shadows
COURSE SYLLABUS
At end of the unit, the students must be Unit VI: Advanced 3D Modeling • Multi-Media • Act. 4 - Create a
able to: Techniques Presentation / complex 3D model
PDF File using subdivision
CO2,
1. Explore advanced techniques for 1. Subdivision Surfaces • Discussion surfaces
CO3, Week
&
creating detailed 3D models. 2. NURBS Modeling
6 • Demonstration
CO4
2. Understand the use of subdivision 3. Sculpting and Detailing • Activity
surfaces and NURBS. • Assignment/Quiz
3. Learn basic sculpting techniques for 3D
models.
At end of the unit, the students must be Unit VII: Introduction to Animation • Multi-Media • Act. 5 - Animate a
able to: Presentation / simple 3D object
PDF File using keyframes
CO2 1. Understand the principles of animation. 1. Basics of Animation Week • Discussion • Quiz 5 - Bringing
&
CO4
2. Apply keyframing and tweening 2. Keyframing and Tweening 7 • Demonstration Models to Life:
techniques to animate objects. 3. Motion Paths and Easing • Activity Introduction to
3. Explore motion paths and easing for • Quiz Animation
smooth animations.
F-AQA-INS-002 | Rev. 2 | 07/01/24 | Page 6 of 11
Republic of the Philippines
BOHOL ISLAND STATE UNIVERSITY
Magsija, Balilihan, 6342, Bohol, Philippines
Office of the Instruction
Balance I Integrity I Stewardship I Uprightness
COURSE SYLLABUS
At end of the unit, the students must be Unit VIII: Advanced Animation • Multi-Media • Act. 6 - Rig a 3D
able to: Techniques Presentation / character and create
CO2, PDF File a simple animation
CO3, 1. Learn about inverse kinematics and its 1. Inverse Kinematics • Discussion • Ass. 3 - Animating
Week • Demonstration Characters: From
CO4, applications in animation. 2. Rigging and Skinning 8
& 2. Understand the process of rigging and 3. Facial Animation • Activity Rigging to
CO5 skinning a 3D model. • Assignment Performance
3. Explore techniques for animating facial
expressions.
At end of the unit, the students must be Unit IX: Introduction to Visual Effects • Multi-Media • Quiz 1 - Creating
able to: (VFX) Presentation / Magic: Introduction
CO1, PDF File to Visual Effects
CO2, 1. Understand the fundamentals of visual 1. Basics of Visual Effects • Discussion
Week
CO3, effects in graphics. 2. Particle Systems • Demonstration
10
& 2. Learn how to create particle systems for 3. Simulations (Fire, Water, Smoke) • Quiz
CO4 effects like fire and smoke.
3. Explore simulation techniques for
realistic effects.
At end of the unit, the students must be Unit X: Introduction to Real-Time • Multi-Media • Act. 1 - Create a
able to: Graphics Presentation / basic real-time
PDF File scene in Unity or
1. Learn the principles of real-time 1. Real-Time Rendering • Discussion Unreal Engine
CO4 Week •
rendering in games and simulations. 2. Game Engines (Unity, Unreal • Demonstration Ass. 1 - Real-Time
& 11
2. Get hands-on experience with popular Engine) • Activity Rendering: From
CO5 game engines. 3. Optimization Techniques • Assignment Engine to Execution
3. Understand the importance of
optimization in real-time graphics.
COURSE SYLLABUS
COURSE SYLLABUS
At end of the unit, the students Unit XIV: Introduction to Procedural • Multi-Media • Act. 2 – Create a
must be able to: Content Generation Presentation / procedural
PDF File landscape using a
1. Learn the basics of procedural content 1. Procedural Modeling and Texturing • Demonstration game engine
generation. 2. Noise Functions and Algorithms
Week • Activity
CO5 2. Understand how noise functions and 3. Applications in Game Development
algorithms are used in procedural 15
modeling.
3. Explore the applications of procedural
content in game development.
COURSE SYLLABUS
COURSE SYLLABUS