CS 440/310G Syllabus
Instructor: Michael Kazarinov (www.kazarinov.com)
Contact info:
Email: kazarinov@gmail.com
Office: CLS 3103
Office Hours: by appointment
Content Description: The aim of this course is to provide a unified introduction
to computer graphics and computer vision for students with an interest in
imaging or digital visual arts, video game development. Includes the fundamentals
of display hardware and applications, interactive techniques and color models,
study of 3D viewing pipeline, drawing images in OpenGL, 3D polygon rendering
and transformations.
Course provides hands-on experience through programming assignments.
Prerequisites: Prior knowledge of computer graphics or vision is not required, but a practical programming skills in any of the languages: C, C++ are; Math course covered matrices and matrix multiplication (basic linear algebra or equivalent to NEIU math 110); Knowledge about basic system software design and development, as well as basic computer architecture.
Textbook:
Computer Graphics Using Open GL by Francis S. Hill Jr., 3nd edition, Prentice Hall.
Course Objectives:
At the end of this course you will be able to do the following:
1. Describe the basic graphic display devices.
2. Understand the process of displaying image on the screen from conception
to completion.
3. Be familiar with OpenGL API.
4. Understand 3D viewing pipeline in the OpenGL implementation.
5. Perform 3D transformations of the geometrical objects.
6. Compose 3D scenes using flying camera approach.
7. Create various interactive computer images.
This course includes topics:
1. Introductions to Computer Graphics (Ch. 1)
1.2. Graphic display devices.
Image Primitives,
Pixels representation
2. Getting Started Drawing pictures (Ch.2)
Lines:
Drawing
Lines: Detection
Regions: Drawing
3. More drawing tools (Ch.3)
Clipping Lines
4. Building and drawing curves (Ch.3)
Polygons
Circles
Parametric
Representations of curves
5. Vectors in Graphics (Ch.4)
Operations
The dot product of two vectors
The cross product of two vectors
Three-Dimensional Vectors
6. Transformations of the objects (Ch.5)
Affine transformations
Coordinate frames
Three-Dimensional Graphic
Wire-frame OpenGL samples
7. Polygonal Meshes (Ch.6)
Polygonal Meshes
Polyhedra
Drawing surfaces
8. Three-Dimensional Graphics (Ch.7)
Wireframe models, orthographic projections
Drawing surfaces
Camera approach
Geometry of perspective projections
A: 85-100%;
B: 70-84%;
C: 60-69%;
D: 50-59%;
Final Exam and the End of the Semester: on NEIU schedule.
Reference:
1. (The Red Book) OpenGL Programming Guide, 3rd Edition, the official guide to learning OpenGL, version 1.2, Mason Woo, Jackie Neider, Tom Davis, Dave Shreiner, Addison-Wesley, ISBN 0-201-60458-2.
Additional Reference:
2. Computer Graphic Principles and Pratice, 2nd Ed, Foley, van Dam, Feiner, Hughes, 1990, Addison-Wesley, ISBN 0-201-12110-7.
3. Procedural Elements for Computer Graphics, 2nd Ed, David Rogers, 1998, McGraw-Hill, ISBN 0-07-053548-5.
4. Mathematical Elements for Computer Graphics, 2nd Ed, David Rogers, J. Alan Adams, 1990, McGraw-Hill, ISBN 0-07-03530-2.