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COMP7100

The COMP 7100 course focuses on the mathematical foundations and algorithms for computer graphics, including transformation, rendering, and animation, while enabling human-object interaction in virtual environments. Students will gain practical experience by developing a graphics application prototype using a graphics API. The course includes lectures, laboratory sessions, and a group project, with assessments based on continuous evaluation and a final examination.

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0% found this document useful (0 votes)
22 views3 pages

COMP7100

The COMP 7100 course focuses on the mathematical foundations and algorithms for computer graphics, including transformation, rendering, and animation, while enabling human-object interaction in virtual environments. Students will gain practical experience by developing a graphics application prototype using a graphics API. The course includes lectures, laboratory sessions, and a group project, with assessments based on continuous evaluation and a final examination.

Uploaded by

T Sha
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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Title (Units): COMP 7100 Computer Graphics and Animation (3,2,2)

Course Aims: Students will learn (i) the mathematical foundation and algorithms for creating computer
graphics including transformation, rendering, (ii) the algorithms for enabling Human-Object
interaction in virtual environment, and (iii) the algorithm for animation. Students will also gain
practical experience on these topics by using graphics application programming interface (API)
and develop a graphics application prototype.

Prerequisite: Research Postgraduate Student Standing

Course Intended Learning Outcomes (CILOs):


Upon successful completion of this course, students should be able to:

No. Course Intended Learning Outcomes (CILOs)


Knowledge
1 Describe the complete process in building a computer graphics system
2 Explain and describe the concept and algorithm in the 3D geometric transformation and viewing
3 Explain and describe the concept and algorithm in rendering
4 Describe the principle and algorithms for computer animation
Describe the concept and algorithms in computer vision and computer graphics for enabling Human-Object
5
interaction in virtual environment
Professional Skill
6 Develop a graphics/animation application using a graphics application programming interface

Calendar Description: Students will learn (i) the mathematical foundation and algorithms for creating computer
graphics including transformation, rendering, (ii) the algorithms for enabling Human-Object
interaction in virtual environment, and (iii) the algorithm for animation. Students will also gain
practical experience on these topics by using graphics application programming interface (API)
and develop a graphics application prototype.

Teaching and Learning Activities (TLAs):

CILOs TLAs
1-5 Students will learn the principles and algorithms of computer graphics and animation through lectures.
Students will have hands on experience to deeper understanding of the algorithms through laboratory
1-5
session, laboratory exercises and assignment(s).
Students will apply and integrate the learnt algorithms, with their new ideas for developing an interactive
6
graphics application through group project.

Assessment:

No. Assessment Weighting CILOs to be Remarks


Methods addressed
Students are required to develop a complete graphics
application using a graphics application programming
Continuous
1 50% 1-6 interface in a small team. 40% is allocated for this group
Assessment
project. The remaining 10% is allocated for
assignment(s) and/or mid-term test.
The final examination is designed to evaluate students’
understanding in different parts. The questions will
2 Examination 50% 1-5 include fundamental, analytic and design types in order
to distinguish different levels of understanding of
computer graphics.

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Rubrics:

• Achieve the six CILOs, demonstrating a good mastery of both the theoretical and
practical aspects of computer graphics.
• Demonstrate a thorough understanding of the mathematics in computer graphics by
developing complicated 3D animation using a series of transformation and viewing
matrices.
Excellent (A) • Able to develop 3D computer graphics with realistic lighting and texturing effects,
and pay sufficient considerations in their computational complexities.
• Demonstrate an excellent self-learning capability by bringing new techniques into
the group project.
• Able to summarize and present a number of current research trends in computer
graphics.
• Achieve the six CILOs, demonstrating a good understanding of the concepts
involved in computer graphics.
• Demonstrate a good understanding of the mathematics in computer graphics by
developing basic 3D animation using a couple of transformation and viewing
matrices.
Good (B)
• Able to develop 3D computer graphics with realistic lighting and texturing effects,
but lack sufficient considerations in their computational complexities.
• Demonstrate a good self-learning capability by bringing new techniques into the
group project.
• Able to summarize and present one current research trend in computer graphics.
• Achieve the six CILOs, demonstrating a basic level of understanding of the
concepts in computer graphics.
• Demonstrate a basic understanding of the mathematics in computer graphics by
Satisfactory developing basic 3D image using a couple of transformation and viewing matrices.
(C) • Able to develop 3D computer graphics with not-so-realistic lighting and texturing
effects, and lack sufficient considerations in their computational complexities.
• Rely on the given laboratory materials to complete the group project.
• Able to identify and present one significant research paper in computer graphics.
• Achieve less than three of the CILOs, and have little understanding of the concepts
involved in computer graphics.
Fail • Unable to develop basic 3D image using transformation and viewing matrices
(F) • Unable to apply lighting and texturing effects.
• Do not complete the group project.
• Do not read any research paper in computer graphics.

Course Intended Learning Outcomes and Weighting:

Content CILO No.


I. Fundamentals of the Graphics Pipeline Architecture 1, 6
II. Geometric Transformations and Clipping 2, 6
III. Lighting and Rendering 3, 6
IV. Computer Animation, Interaction and Advanced Techniques 4, 5, 6
Group Project 6

References: F. Ganovelli, M. Corsini, S. Pattanaik, M. Di Benedetto, Introduction to Computer Graphics: A


Practical Learning Approach, CRC Press, 2014.
Edward Angel and Dave Shreiner, Interactive Computer Graphics with WebGL, 7th edition,
Addison Wesley, 2014.
Steven J. Gortler, Foundations of 3D Computer Graphics, The MIT Press, 2012.
Rick Parent, Computer Animation, Third Edition: Algorithms and Techniques, Morgan Kaufmann,
2012.

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Jos Dirksen, Three.js Cookbook, Packt Publishing, 2015.
Nandy Abhishek, Leap motion for developers. Apress, 2017.
Rui Wang, Augmented Reality with Kinect, Packt Publishing, 2013.
Mike Bailey, Steve Cunningham, Graphics Shaders: Theory and Practice, 2nd Edition, A K
Peters/CRC Press, 2011.

Course Content in Outline:

Topic

I. Fundamentals of the Graphics Pipeline Architecture


A. The programmable 3D graphics pipeline
B. 3D geometric primitives and vectors
C. Curves and surfaces

II. Geometric Transformations and Clipping


A. Coordinate systems and transformations
B. Camera and projection transformations
C. Clipping and rasterization

III. Lighting and Rendering


A. Lighting and shading
B. Texture mapping
C. Shadow mapping

IV. Computer Animation, Interaction and Advanced Techniques


A. Computer Animation
B. Motion sensing devices
C. Introduction to computer vision
D. Global illumination and ray tracing

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