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The document describes a computer graphics course, including its title, code, credit hours, prerequisites, and assessment methods. It outlines the course chapters covering topics like graphics hardware, the rendering process with OpenGL, geometry, transformations, and modeling. It also lists teaching materials including textbooks.

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0% found this document useful (0 votes)
208 views18 pages

Presentation 1

The document describes a computer graphics course, including its title, code, credit hours, prerequisites, and assessment methods. It outlines the course chapters covering topics like graphics hardware, the rendering process with OpenGL, geometry, transformations, and modeling. It also lists teaching materials including textbooks.

Uploaded by

bekema
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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CPU College

Department of Computer science

Course Title: Computer Graphics


Mr. Bekema.g
Course Title: Computer Graphics
Course Code: CoSc 3072
Credit Hrs.: 3 ECTS: 5 Lecture Hrs.: 2 Lab Hrs.: 3
Pre-requisite: CoSc 2013 Fundamentals of programming in C++
Course Category: Compulsory
Year III : Semester II
Course Description

This course will introduce students to all aspects of computer graphics including
hardware, software and applications.

Students will gain experience using a graphics application programming interface


(OpenGL) by completing several programming projects.
Course Objectives

By the end of this course, students will be able to:


Have a basic understanding of the core concepts of computer graphics.

Be capable of using OpenGL to create interactive computer graphics.

Understand a typical graphics pipeline.

Have made pictures with their computer.


Course Outline

Chapter 1: Introduction to Interactive Computer Graphics (4hr)

Chapter 2: Graphics Hardware (2hr)

Chapter 3: Introduction to The Rendering Process with OpenGL (3hr)

Chapter 4: Geometry and Line Generation (5hr)

Chapter 5: Geometrical Transformations (3hr)

Chapter 6: State Management and Drawing Geometric Objects (3hr)


… Cont’d

Chapter 7: Representing 3D Objects (2hr)

Chapter 8: Color and Images (2hr)

Chapter 9: Viewing A local Illumination Model (4hr)

Chapter 10: Application Modeling (4hr)


TEACHING - LEARNING METHODS

Assessment method
Quizzes 20%
Assignments 10%
Project 20%
Final Exam 50%
Total 100%
Teaching Materials

Text Books:
 Richard S. Wright et.al. OpenGL® Super Bible: Comprehensive
Tutorial and Reference, Fifth Edition Addison-Wesley
Professional
 Glen W Rowe, Computer Graphics with Java, PALGRAVE,
2001
CHAPTER 1
1.1 Introduction to Interactive Computer
Graphics
INTRODUCTION
 The computer is an information processing machine.
 It is a tool for storing, manipulating and correcting data. There are many ways to
communicate the processed information to the user.
 The computer graphics is one of the most effective and common way to communicate the
processes information to the users.
 It displays the information in the form of graphics objects. Such as pictures, diagrams,
and graphs instead of simple text.
 That means with the help of computer graphics, we can express the data in pictorial form.
… CONT’D

 In CG, pictures and graphics objects are presented as a collection of picture


elements called pixel.
 The pixel is the smallest addressable screen element.
 It is the smallest piece of the display screen which we can control.
 The control is achieved by setting the intensity and color of the pixel,
which compose the screen.
WHAT IS COMPUTER GRAPHICS?

 Computer Graphics is a process of generation of images of virtual scenes using


computer hardware.
 It is a human oriented system that uses the capability of a computer to create,
transform and display pictorial and symbolic data.
 Computer graphics is an art of drawing pictures, lines, charts, etc using
computers with the help of programming.
 Computer graphics is made up of number of pixels. Pixel is the smallest
graphical picture or unit represented on the computer screen.
Types Of Computer Graphics
1) Interactive computer graphics:

• It is the computer graphics in which user can interact with the image on the computer
screen.
• Here exist two-way communication between the user and the image.

2) Non-interactive computer graphics:


It is the computer graphics in which user does not have any kind of control over the image.

Image is merely the product of static stored program and will work according to the
instructions given in the program linearly.
Application Of Computer Graphics
1. Computer graphics user interfaces GUIs - A graphic, mouse oriented paradigm
which allows the user to interact with a computer.
2. Business presentation graphics - "A picture is worth a thousand words".
3. Cartography - Drawing maps.
4. Weather Maps - Real-time mapping, symbolic representations.
5. Satellite Imaging - Geodesic images.
6. Photo Enhancement - Sharpening blurred photos.
7. Medical imaging - MRIs, scans, etc. - Non-invasive internal examination.
…CONT’D
8. Engineering drawings - mechanical, electrical, civil, etc. - Replacing the
blueprints of the past.
9. Typography - The use of character images in publishing - replacing the hard type of the past.
10. Architecture - Construction plans, exterior sketches - replacing the blueprints and hand
drawings of the past.
11. Art - Computers provide a new medium for artists.\Training - Flight simulators, computer
aided instruction, etc.
12. Entertainment - Movies and games.
13. Simulation and modeling - Replacing physical modeling and enactments
14. Image Enhancement - Sharpening blurred picture
2D VS. 3D
2‐Dimensional (2D) • 3‐Dimensional (3D)
 Flat • Objects have distances from viewer
 Objects no notion of distance from viewer
• (x,y,z) values on screen
 Only (x,y) color values on screen
OpenGL Basics
OpenGL’s function is Rendering (or drawing)
Rendering? – Convert geometric/mathematical object descriptions into images

OpenGL can render:


 2D and 3D
 Geometric primitives (lines, dots, etc.)
 Bitmap images (picture)
How Are Pictures Actually Stored And Displayed ?

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