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CS360 FCH

The course CS360, Introduction to Computer Graphics, taught by Soumya Dutta, covers fundamental concepts and techniques in 2D and 3D graphics programming, including GPU shader programming and ray tracing. It is aimed at undergraduate students from various engineering departments and includes hands-on programming assignments. Evaluation consists of attendance, quizzes, programming assignments, and examinations, with no dedicated textbook but recommended readings provided.

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

CS360 FCH

The course CS360, Introduction to Computer Graphics, taught by Soumya Dutta, covers fundamental concepts and techniques in 2D and 3D graphics programming, including GPU shader programming and ray tracing. It is aimed at undergraduate students from various engineering departments and includes hands-on programming assignments. Evaluation consists of attendance, quizzes, programming assignments, and examinations, with no dedicated textbook but recommended readings provided.

Uploaded by

rdshar21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Course Title: Introduction to Computer Graphics

Course No: CS360

Instructor’s Name: Soumya Dutta


Email: [email protected]

Credits: 3-0-0-0 (9)


Prerequisites: Linear Algebra, knowledge in Programming (JavaScript, HTML)

Who can take the course: UG Students


Departments that may be interested: CSE, EE, ME

Class Timing: MTh 10:30 am-12:00 pm


Venue: Rajeev Motwani Building, Room-101 (RM-101)

Office Hours: Th 4:00-5:00 pm at KD-224 or by appointment


Course Objective:

Computer graphics is one of the fundamental topics in computer science that deals with generation
of images or any kind of visualization in a digital device. The goal of learning computer graphics
is to develop a comprehensive understanding of the principles, techniques, and applications of
computer-generated imagery in various disciplines. Through this course, the students will learn
the fundamental concepts and theories of 2D and 3D graphics algorithms and through several
programming assignments they will gain hands-on experience on 2D/3D interactive graphics
programming. Students will also learn about various rendering paradigms that are used to generate
realistic and real-time images. To generate real-time graphics, we will cover GPU shader
programming. We will also discuss Ray Tracing techniques that are used to produce realistic
graphics by simulating the light transport phenomena. Through this course, students will gain
proficiency in graphics programming, enabling them to create and manipulate visual content for a
wide range of disciplines, including gaming, animations, visualization, and design.
Course Contents:

Index Topics
1 Introduction, Math Basics, Raster Images, JavaScript
2 Graphics API, WebGL
3 Transformations 2D and 3D
4 Viewing & Projections
5 GPU Pipeline, GPU Shaders, and Shader Programming, GLSL
6 Basic Shape Generation and Polygonal Meshes
7 Illumination and Shading, Shading Transformations
8 Textures, Textures on GPU, Cube Environment Mapping, Bump mapping and
Normal Mapping
9 Frame Buffer Objects (FBO), Rendering to FBO, Planer Reflections
10 Multi-pass rendering: Advanced Graphics Effects
11 Texture/Image Texture Post processing in Shader
12 Rendering Equation, Rendering Algorithms
13 Ray Tracing, Distributed Ray Tracing: Reflection, Shadow Mapping, and other
advanced topics

Policies:
● Please be on time for the lectures.
● You are expected to submit your assignments in time.
● Students caught cheating or plagiarizing will automatically fail the course and
will be reported to the institute. No exceptions. Please cite your sources properly
in your work. Your assignments should be your own original work.
● If you are unwell, please follow the standard IITK procedure.

Noteworthy points:
1. We might add new, drop existing, or reorder topics depending on the progress and
class feedback. Things may be changed by mutual consent after discussion in class.
2. Grading will be relative.
3. The recommended reading material is part of the course material.
4. If required, extra classes will also be conducted at weekends.

Evaluation:

Category Split
Attendance* 5%
Quiz 10%
Programming Assignments 60%
Mid-Sem Examination 10%
Final-Sem Examination 15%

*Attendance will be collected in class from time to time and based on that the grade for
attendance will be assigned.

Books, References, and Resources:


There is no dedicated textbook for this course. Lectures and slides and any other material
provided in the class should be treated as main resources. However, here is a list of books and
references that can be used to learn some topics covered in the class.
1. Fundamentals of Computer Graphics, Steve Marschner and Peter Shirley, 4th Ed,
CRC Press.
2. Interactive Computer Graphics, A Top-Down Approach with WebGL, Edward Angle
and Dave Shreiner, 7th Ed, Pearson.
3. Realistic Ray Tracing, Peter Shirley and R. Keith Morley, AK Peters.
4. Computer Graphics: Principle and Practice, James D. Foley, Andries van Dam,
Steven K. Feiner, John Hughes, Morgan McGuire, David F. Sklar, and Kurt Akeley.
5. WebGL 2.0 Specification at khronos.org.
6. The OpenGL® Shading Language Manual, John Kessenich, Dave Baldwin, and
Randi Rost.

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