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Study Guide 1.0-1

The document is a study guide for a Computer Graphics course, outlining key topics and learning objectives across various areas such as graphics systems, geometric objects, viewing, geometry processing, lighting, and graphics programming. Students are expected to understand concepts like raster vs. vector graphics, transformations, projections, shading models, and programming techniques using WebGL and Three.js. The guide emphasizes practical skills such as rendering objects, applying textures, and writing shaders.

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0% found this document useful (0 votes)
19 views2 pages

Study Guide 1.0-1

The document is a study guide for a Computer Graphics course, outlining key topics and learning objectives across various areas such as graphics systems, geometric objects, viewing, geometry processing, lighting, and graphics programming. Students are expected to understand concepts like raster vs. vector graphics, transformations, projections, shading models, and programming techniques using WebGL and Three.js. The guide emphasizes practical skills such as rendering objects, applying textures, and writing shaders.

Uploaded by

perfectshamte76
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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08101: Computer Graphics

Study Guide 1.0


Note: This guide is subject to change!
Topics:

1.0 Graphics Systems and Models


1.1 After studying this topic, the student should be able to:
1.1.1 Define computer graphics
1.1.2 Describe applications of computer graphics
1.1.3 Describe components of a graphics system
1.1.4 Describe graphics models
1.1.5 Describe input and output graphics devices
1.1.6 Differentiate between raster and vector graphics
1.1.7 Describe imaging systems and the main entities that are part of an image
formation process
1.1.8 Explain the role of lighting in image formation
1.1.9 Explain the pinhole and human visual imaging system
1.1.10 Explain the synthetic camera model
1.1.11 Explain the modeling-rendering paradigm
1.1.12 Describe the major steps in the graphics pipeline
1.1.13 Differentiate between fixed and programmable graphics pipeline
1.1.14 Describe programmable stages in WebGL
1.1.15 Differentiate between a pixel and a fragment

2.0 Geometric objects and transformations


2.1 After studying this topic, the student should be able to:
2.1.1 Explain how solid objects are modeled using polygonal meshes
2.1.2 Describe basic graphics primitives in WebGL
2.1.3 Use indexed triangle object representation to model a cube
2.1.4 Model spheres and a plane using indexed triangles
2.1.5 Describe coordinate systems
2.1.6 Explain homogenous coordinates are why they are used in graphics
transformations
2.1.7 Construct translation, scaling, and rotation matrices in 3D
2.1.8 Explain the following:
2.1.8.1 Model coordinates
2.1.8.2 World coordinates
2.1.8.3 Eye (camera) coordinates
2.1.8.4 Clip Coordinates
2.1.8.5 Normalized device coordinates
2.1.8.6 Window (screen) coordinates

1
2.1.9 Differentiate between a point and a vector
2.1.10 Explain modelview transformation and why model and view transformation are
usually combine in WebGL and OpenGL.
2.1.11 Use composite transformations in WebGL

3.0 Viewing
3.1 After studying this topic, the student should be able to:
3.1.1 Specify view transformations
3.1.2 Explain orthographic and perspective projections
3.1.3 Explain hidden-surface removal/visible surfaces determination
3.1.4 Explain Z-buffer algorithm
4.0 Geometry processing and graphics pipeline
4.1 After studying this topic, the student should be able to:
4.1.1 Explain vertex processing
4.1.2 Explain fragment processing
4.1.3 Explain rasterization
4.1.4 Explain ray casting

5.0 Lighting and shading


5.1 After studying this topic, the student should be able to:
5.1.1 Describe RGB and CMYK color models
5.1.2 Describe RGBA color model
5.1.3 Use different light sources in WebGL
5.1.4 Explain the role of normal in shading
5.1.5 Differentiate between per vertex shading and per pixel shading
5.1.6 Define local and global illumination

6.0 Graphics Programming


6.1 After studying this topic, the student should be able to:
6.1.1 Write programs to render simple objects like Cubes, Spheres using Three.js
library
6.1.2 Write programs to demonstrate different 3D transformations
6.1.3 Write programs for camera manipulation
6.1.4 Apply textures to objects
6.1.5 Write programs for animation of simple scenes
6.1.6 Write simple vertex and fragment shaders

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