CS465 COMPUTER GRAPHICS I

(FALL 2021-2022)

Instructor: Ugur Güdükbay (Room 403)

Office Hours: Tuesday 10:30-11:20, Thursday 09:30-10:20

Course Assistant: Sinan Sonlu (e-mail: sinan.sonlu@bilkent.edu.tr)

Assistant's Office Hours: Wednesday 10:30-12:30 (EA405). Other times by appointment with e-mail.

Class Schedule:

Monday 15:30-16:20 (EB-103), 16:30-17:20 (EB-103) (Spare Hour); Thursday 10:30, 11:20 (EB-103), 11:30, 12:20 (EB-103)

Course Homepage: http://www.cs.bilkent.edu.tr/~gudukbay/cs465/

Please visit the course homepage frequently to see the announcements about the course and assignments.

OBJECTIVES

To provide the students with a theoretical and practical knowledge of computer graphics techniques, including the following:

  1. Learn the basic rendering pipeline and rasterization (line drawing, clipping, polygon filling etc.) algorithms.
  2. Learn the basic two dimensional and three dimensional transformations and apply them as a modeling tool for constructing scenes.
  3. Learn hierarchical modeling and apply it to model and animate articulated structures, such as humans and robots.
  4. Learn basic rendering techniques and apply them to generate photorealistic images of three dimensional scenes.
  5. Learn basic geometric modeling techniques for modeling curves, surfaces, and solids.
  6. Learn three dimensional viewing and projection techniques and apply them to generate two dimensional images of three dimensional scenes.
  7. Design and implement a simple drawing program to apply various concepts learned in the class.
  8. Design and implement a hierarchical modeling program to model and animate articulated structures.
  9. Design and implement a program to implement a simple geometric modeling and rendering tool to model geometric objects and display them in wireframe, shaded and textured forms.

COURSE OUTLINE

  1. Graphics Systems and Models
  2. Graphics Programming
  3. Geometric Objects and Transformations
  4. Viewing
  5. Lighting and Shading
  6. Rasterization: From Vertices to Fragments
  7. Discrete Techniques
  8. Modeling and Hierarchies
  9. Curves and Surfaces
  10. Advanced Rendering
TEXTBOOK INFO

Main Textbook:

  • Edward Angel and Dave Shreiner, Interactive Computer Graphics, A Top-Down Approach with WebGL, Seventh Edition, Addison-Wesley 2015.

    Course Lecture Slides (7th Edition: Shader-based WebGL) . (Only accessible within Bilkent University).

    Course Lecture Slides (6th Edition: Shader-based OpenGL). (Only accessible within Bilkent University).

    Other Texts and Sources

    1. Edward Angel and Dave Shreiner, Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6th Edition, Addison-Wesley, 2012.
    2. D. Hearn, P. Baker, and W. Carithers, Computer Graphics with OpenGL, 4th Edition, Prentice Hall, 2011.
    3. F. Hughes, A. van Dam, M. McGuire, D. F. Sklar, J. D. Foley, S. K. Feiner, K. Akeley, Computer Graphics: Principles and Practice, 3rd Edition, Addison-Wesley, 2014.
    4. David F. Rogers, Procedural Elements for Computer Graphics, 2nd edition, McGraw-Hill, 1998.
    5. David F. Rogers and Alan Adams, Mathematical Elements for Computer Graphics, McGraw-Hill, 1990.

    GRADING: (Tentative)
    Midterm (20 %), Final (20 %), Programming Assignments (60 %)
    There will be three programming assignments that must be done individually.

    You must use Web GL or Shader-based OpenGL on PCs (with Visual C++). For other languages/platforms, you have to set up your own environment and make necessary arrangements for the demonstrations.





    Ugur Gudukbay
    Thursday September 01 14:01:24 EET DST 2021