Professor Jim X. Chen
Course office hour Monday 10:00am-12:00pm; ST2 Room 409
TA -- Xiaorong Zhou: xzhou2@gmu.edu (Prefix the subject with CS451)
Phone: (703) 993-1720
CS 451 is a 3-credit course with prerequisite MATH 203 and CS 365. It gives a general introduction to basic graphics principles, graphics software design, and OpenGL programming.
I am assuming you know the prerequisite material, C programming, vector analysis, and matrix calculations. After this class, you will be able to do 2D/3D object transformation, rendering, and animation. Emphasis will be on the programming and implementation.
There are all together 100 points:
From time to time I will offer extra credit questions. Their scores will be added to your score S. It is therefore possible to get total scores above 100 points. Class participation is very important. Active participation will be rewarded with extra points toward your score S.
Each assignment/project late may not be accepted. Therefore, you should plan on working early. If you cannot finish your assignment/project, you should turn in your partial work.
If there is an accident or emergency and you let me know, I will consider it accordingly.
Please contact: Xiaorong Zhou at xzhou2@gmu.edu
You may form into study groups, most of size 3. You can meet with your study group and discuss all homework questions and projects freely and frequently in your group. However, you must do your own programmings, assignments, and projects. You may learn much more working with your group than you would working alone. In short, collaborate freely, acknowledge all help and sources, and do your own work.
Will be announced in class and due next class.
SYLLABUS: (tentative; in Woo's new book the chapters are reorganized, but you should be able to find them easily)
1-2. Introduction:
applications, history, fundamental ideas; raster displays, hardware architectures.
Chapter 1-2 in Hearn's text ; Chapter 1 in Neider's text.
3-4. 2D graphics
concepts: output primitives and attributes.
Chapter 3-4 in Hearn's text; Chapter 2 in Neider's text.
5. 3D Software Graphics Tools: A General Introduction (no notes available.)
6-8. 2D and
3D graphics concepts: transformation and viewing.
Read chapter 5-6, 9, and 11-12 in Hearn's text; Chapter 3 in Neider's text.
9-11. Illumination
and color.
Read chapter 14-15 in Hearn's text; Chapter 4-6 in Neider's text. Chapter
5 & 6 in Woo's text.
(Optional
depending on course emphasis) 12-14. 3D graphics representations and methods:
curves, general techniques, hidden surfaces, etc.
Read chapter 9-10, and 13 in Hearn's text.
15. General introduction of advanced graphics applications and final review.