CSA 386 Introduction to Computer Graphics (3 credits)
Typically offered during the spring semester.
Introduction to techniques to create images on the computer. Covers graphics hardware and software, animation, mathematical theory behind 3-dimensional translation, rotation, and scaling, and areas of graphics application such as computer-aided design. Programming required.
Prerequisites: CSA 274, and MTH 231.
Course Objectives:
- To learn and experience the following fundamentals of computer graphics:
- Graphics hardware and software
- 3-dimensional image rendering and transformations
- Color, lighting, shading, and texture mapping
- To apply these fundamentals when implementing a graphics project .
Learning Outcomes: |
CSA386.1: The student will demonstrate an understanding of computer rendering algorithms and computer graphics pipeline architectures through the implementation of software for the purpose of displaying realistic animated 3D scenes. |
CSA386.2: The student will demonstrate an understanding of the mathematics which underlie modern 3D rendering algorithms by manually performing mathematical computations. |
Required topics (approximate weeks allocated):
- Introduction (1.0)
- Applications
- Graphics systems
- Graphics hardware
- Event handlers
- Basic Rendering and Color (2.0)
- Color specification
- Drawing points, lines, and polygons
- 3D objects
- Graphics pipeline
- Clipping algorithms
- Polygon culling
- Transformations (4.0)
- Matrix and vector arithmetic
- Rotation, translation, and scaling
- Modeling, viewing, projection, and viewport transformations
- Camera positioning and pointing
- Animation
- Lighting and Shading (2.0)
- Ambient reflective, and specular lighting
- Light sources
- Material properties
- Gouraud Shading
- Phong reflective model
- Texture Mapping (1.0)
- Applying textures to 3D surfaces
- Texture transformations
- Input and Interaction (1.0)
- Input devices
- Selecting objects in a 3D scene
- Image Space Algorithms (2.0)
- Hidden surface removal
- Blending and transparency
- Fog and depth queuing
- Efficiency in Graphics Applications (1.0)
- Exams/Reviews (1)
