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COMPSCI184

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COMPSCI 184 - Foundations of Computer Graphics

Electrical Engineering and Computer Sciences Undergraduate COE - College of Engineering

Subject

COMPSCI

Course Number

184

Course Level

Undergraduate

Course Title

Foundations of Computer Graphics

Course Description

A broad introduction to the fundamentals of computer graphics. The main areas covered are modeling, rendering, animation and imaging. Topics include 2D and 3D transformations, drawing to raster displays, sampling, texturing, antialiasing, geometric modeling, ray tracing and global illumination, animation, cameras, image processing and computational imaging. There will be an emphasis on mathematical and geometric aspects of graphics, and the ability to write complete 3D graphics programs.

Minimum Units

4

Maximum Units

4

Grading Basis

Default Letter Grade; P/NP Option

Method of Assessment

Written Exam

Instructors

O'Brien, Ng

Prerequisites

COMPSCI 61B; and MATH 54 OR MATH 110

Ability to write medium-to-large programs in C++. The course includes intensive programming assignments requiring manual memory management, debugging, and performance tuning.

Linear Algebra: Matrix and vector operations, dot/cross products, transformations, eigenvectors.
Calculus: Differentiation and integration, particularly in the context of curves and lighting models.
Trigonometry: Especially in camera models, projection, and shading.

Repeat Rules

Course is not repeatable for credit.

Credit Restriction Courses. Students will receive no credit for this course if following the course(s) have already been completed.

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Course Objectives

Students will learn to: 

  1. Explain the mathematical foundations of computer graphics, including linear algebra, coordinate transformations, and geometric modeling.

  2. Implement key components of a graphics rendering pipeline, including rasterization, shading, texturing, and visibility algorithms.

  3. Model and manipulate 3D geometry using Bézier curves, subdivision surfaces, and mesh data structures.

  4. Exposure to interactive graphics programs using programming techniques and graphics libraries such as OpenGL or WebGL.

  5. Apply sampling theory and signal processing concepts to problems in anti-aliasing, texture mapping, and image reconstruction.

  6. Develop physically based renderers using ray tracing, path tracing, and global illumination algorithms.

  7. Simulate physical systems relevant to graphics, such as cloth, springs, and basic animation techniques.

  8. Analyze and compare lighting and material models, including diffuse, specular, and complex BRDFs.

  9. Design and complete a substantial graphics project, demonstrating creativity, technical depth, and team collaboration.

  10. Communicate technical ideas effectively through written reports, visual demonstrations, and presentations.

Formats

Lecture, Discussion

Term

Fall and Spring

Weeks

15 weeks

Weeks

15

Lecture Hours

3

Lecture Hours Min

3

Lecture Hours Max

3

Lecture Mode of Instruction

In Person, Online

Discussion Hours

1

Discussion Hours Min

1

Discussion Hours Max

1

Discussion Mode of Instruction

In Person, Online

Outside Work Hours

8

Outside Work Hours Min

8

Outside Work Hours Max

8

Term

Summer

Weeks

8 weeks

Weeks

8

Lecture Hours

6

Lecture Hours Min

6

Lecture Hours Max

6

Lecture Mode of Instruction

In Person

Discussion Hours

2

Discussion Hours Min

2

Discussion Hours Max

2

Discussion Mode of Instruction

In Person

Outside Work Hours

16

Outside Work Hours Min

16

Outside Work Hours Max

16