Friday, 26 August 2016

Welcome to ITEC 612-613: Your Journey into Computer Graphics Begins!

Computer Graphics - COURSE SPECIFICATION

Hello future graphics pioneers! Welcome to ITEC 612-613, your gateway to the fascinating world of Computer Graphics. Ever wondered how the stunning visuals in your favorite video games are created? Or how animated movies bring characters to life? This course is your first step toward answering those questions and building the skills to create your own digital worlds.

Let’s break down what you’ll be learning this semester.



Course Title: Computer Graphics
Course Code: ITEC 612-613
Degree Program: BS (Information Technology) P-IV (7th Semester)
Course rating: 2 credit hours (Theory) and 1 credit hour (Practical)
Pre-requisites: Programming Fundamentals

Course Instructor: Dr. Zeeshan Bhatti 

Course Objectives:
Introduction to Computer Graphics; display memory; generation of points, vectors, shapes,
objects, etc.; raster and geometric graphics; interactive and passive graphics; graphics
peripherals; analog and digital images and analog/digital conversion; mathematics of 2-D and
3-D transformations; applications in animation, computer aided design and instruction;
hypertext and multimedia; dialog design; user-interface.

Syllabus Outline:
Overview of the graphics process: Computer Graphics Basics, Applications of graphics,
Interactive graphics programming, graph plotting, windows and clipping, and segmentation.
Graphics hardware: Output Devices, Input Devices, Processing Devices
Fundamental algorithms: Line Drawing Algorithms, Programming raster display systems,
panning and zooming, Raster algorithms and software, scan-Converting lines, characters and
circles, Region filling and clipping, rendering, shading, colour and animation.
2D and 3D geometric transformations: Scaling, Rotation, other basic transformations
Two dimensional viewing: viewing pipeline, clipping, and windowing.
Three dimensional viewing: viewing pipeline, viewing parameters, projections, viewing
transformations, clipping, visible surface detection, 3D to 2D projections and camera
transformation
Parametric curves and surfaces: Bezier, B-Spline, Curve and surface design
Introduction to illumination models and surface rendering
Animation techniques: tweening, double buffering, scene graph manipulation.

What is This Course All About?

In this course, we'll move from the basics of how a computer draws a simple line to the complex mathematics that create 3D animations. You'll learn both the theory behind graphics and get hands-on practical experience. The goal is to equip you with the foundational knowledge to understand and contribute to fields like game development, animation, simulation, and user interface design.

Here’s a quick look at the main topics we’ll cover:

  • Computer Graphics Basics: We'll start from the ground up. What are pixels, vectors, and how does a computer actually "draw" on a screen? You'll learn the core concepts that form the language of every graphics application.

  • Graphics Hardware: Get to know the tools of the trade. We'll explore the output devices (like your monitor), input devices, and the processing power needed to make it all work smoothly.

  • Fundamental Algorithms: This is where the magic happens! You'll learn the classic algorithms for drawing lines and circles on a raster display, filling regions with color, and handling clipping so only the visible parts of an image are rendered.

  • 2D and 3D Geometric Transformations: Learn how to manipulate objects in a digital space. We'll cover how to scale, rotate, and move objects, which is essential for everything from simple UI animations to complex 3D modeling.

  • 2D and 3D Viewing: How do we take a 3D world and flatten it onto a 2D screen? We'll dive into the viewing pipeline, projections, and clipping to understand how a virtual camera works, just like in a game or movie.

  • Parametric Curves and Surfaces: Want to create smooth, organic shapes? You'll be introduced to Bézier and B-Spline curves, the building blocks for designing everything from car bodies to animated characters.

  • Illumination Models and Surface Rendering: Learn how to make objects look realistic. We'll cover how light interacts with surfaces, creating effects like shading, color, and texture to give your scenes depth and realism.

  • Animation Techniques: Bring your creations to life! We'll explore key techniques like tweening and double buffering that are used to create the smooth motion you see in all digital animation.

What Will You Gain from This Course?

By the end of this course, you will have a solid understanding of the principles that drive all computer graphics software. More importantly, you'll have the practical skills to start building your own graphics applications and be well-prepared for advanced study or a career in the tech industry.

Learning Materials & References

Our primary textbook will be the classic "Computer Graphics: Principles and Practice in C" by Foley, van Dam, Feiner, and Hughes.

For the practical component, we will be using OpenGL, and the essential guide for this is "OpenGL Programming Guide" (the Red Book) by Woo et al.

Suggested Latest Books to Enhance Your Learning:

To get a more modern perspective, I highly recommend exploring these newer texts:

  1. "Interactive Computer Graphics: A Top-Down Approach with WebGL" by Edward Angel and Dave Shreiner. (This is a more modern take, using WebGL which is great for web-based graphics).

  2. "Computer Graphics Programming in OpenGL with C++" by V. Scott Gordon and John Clevenger. (Excellent for bridging theory with modern C++ and OpenGL practice).

  3. "Fundamentals of Computer Graphics" by Steve Marschner and Peter Shirley. (A widely respected, modern textbook that covers the field thoroughly).

Get ready for a challenging but incredibly rewarding semester. Let's create something amazing together!

Dr. Zeeshan Bhatti



OpenGL:  OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2,
by M. Woo, J. Neider, T. Davis, D. Shreiner, OpenGL Architecture Review
Board. Paperback, 784 pages, Addison-Wesley Pub Co; 3rd edition,
ISBN: 0201604582.

Suggested: Mathematics for 3D Game Programming & Computer Graphics,
by Eric Lengyel.
Hardcover, 400 pages, Charles River Media,
ISBN: 1584500379.

2 comments:

  1. Because content you are providing in your Graphics and animation course is ample enough for the beginning level students. Looking forward for more courses.

    ReplyDelete
  2. The superb highly informative blog I’m about to share this with all my contacts.
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    ReplyDelete

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