2019 Winter Quarter
Lecture: 3 hours
Discussion: 1 hour
Discussion: 1 hour
Principles of computer graphics, with a focus on interactive systems. Current graphics hardware, elementary operations in two-and three-dimensional space, geometric transformations, camera models and interaction, graphics system design, standard graphics APIs, individual projects. GE Prior to Fall 2011: SciEng. GE: SE, VL.
(ECS 060 or ECS 034 or ECS 036C); (MAT 022A or MAT 067)
Pass One open to Computer Science and Computer Science Engineering Majors only.
Summary of Course Content
- Computer Graphics Hardware
- The interactive graphics pipeline
- Basic architecture of modern Graphics Processing Units
- The CPU-GPU interface
- Curve and Surface Drawing
- Line drawing
- Bezier curves and B-spline curves
- Rasterization of triangles
- Transformation matrices and their combinations
- Modeling and viewing transformations
- Object representations
- Hierarchical scene structure and generation of complex objects
- Object file formats
- Texture mapping
- Specular and diffuse lighting models
- Interactive lighting models, including their drawbacks
- Flat and Gouraud shading of triangulated models
- Camera models and interaction
- Z-buffering and other visible-surface algorithms Other topics such as Bezier curves, ray tracing, clipping and culling may be discussed.
- P. Shirley, M. Ashikhmin, and S. Marschner, Fundamentals of Computer Graphics, 3rd edition, AK Peters, 2009.
- E. Angel and D. Schreiner, Interactive Computer Graphic: A Top Down Approach With Shader-Based Open GL, 6th edition, Addison- Wesley, 2011.
- S. Gortler, Foundations of 3D Computer Graphics, MIT Press, 2012.
- D. Hearn, M. Baker, and W. Carithers, Computer Graphics with Open GL, 4th edition, Prentice-Hall, 2010
Potential Course Overlap
There is no significant overlap with other courses.