George Mason University
DEPARTMENT OF COMPUTER SCIENCE
CS 652 - Interactive Computer Graphics - Spring '2002
Actions | Assignments |
Syllabus
| Lab
Description | Grading | TA
| Groups | Texts | References
Professor Jim X. Chen
ST2 Room 409
Course office hour Monday 10:00am-12:00pm or by appt
Phone: (703) 993-1720
Teaching Assistant: Mr. Xusheng Wang: xwang1@gmu.edu
(Prefix the subject with CS652)
ACTIONS:
Join the cs652@leibniz.gmu.edu mailing group: email cs652-request@leibniz.gmu.edu
with subject line read as subscribe; you may stay in the group or email
cs652-request@leibniz.gmu.edu with subject line read as unsubscribe.
- Set up your
working environment at home: (MS
PowerPoint file)
- In IT&E Lab, you can also use Mesa, an OpenGL simulator; copy
and test out a sample program from: /opt/mesa/share/book (There is a makefile
in the same directory.) If you use GLUT, there are examples under /opt/mesa/share/glut
- OpenGL 1.1.2 on workstations:
Sun OpenGL is available on Sun workstations (room 12). X terminals (rm
133/137) cannot display OpenGL application output (no GLX extension installed).directory.)
- Feedback for your better learning: jchencs.gmu.edu
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DESCRIPTION:
CS 652 is a 3-credit course with prerequisite CS 583. It gives an
introduction to graphics principles, advanced graphics methods, OpenGL
graphics library, and 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 graphics modeling and animation of certain objects
or behaviors of your preference.
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GRADING POLICY:
There are all together 100 points:
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Homework assignments announced in class and due before next class (20 points)
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Random in class quizzes (20 points)
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A project (30 points)
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A Final Exam (30 points)
Your overall course score, S, will be the sum of these points.
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A: S is at least 90 points
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A-: S is at least 85 (and
less than 90) points
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B+: S is at least 80 (and
less than 85) points
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B: S is at least 75 (and
less than 80) points
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C: S is at least 60 (and
less than 75) points
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F: S is less than 60 points
Plus and minus:
- 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 also 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.
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TEACHING ASSISTANT:
Mr.
Xusheng Wang, xwang1@gmu.edu
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ASSIGNMENTS: (announced in class and due one day
before next class)
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GROUPS AND COLLABORATION:
You can form into study groups, most of size 3. You
can meet and discuss all homework questions freely and frequently in your group.
However, you must do your own homework and write your individual report/program.
You will 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 individual work.
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SYLLABUS: (tentative; in Woo's new book the chapters
are reorganized, but you should be able to find them easily)
1-2.
Introduction: applications; fundamental ideas; hardware architectures.
Chapter 1 & 4 in Foley's text; Chapter 1 in Neider's text.
3-4.
2D Graphics Concepts: drawing; filling; clipping, anti-aliasing.
Chapter 2 & 3 in Foley's text; Chapter 2 in Neider's text.
5-6.
Transformation and viewing: rotating; translating; scaling.
Chapter 5 in Foley's text; Chapter 2-3 in Neider's text.
7-8.
Viewing & Hierarchy: viewing in 3D; projections; display list.
Chapter 6 in Foley's text; Chapter 3-4 in Neider's text. Chapter 3&7
in Woo's text.
11. Illumination
& Shading: diffuse; specular; ambient; flat shading; smooth shading; Giraud
shading; Phong shading.
Chapter 16 in Foley's text; Chapter 6 & 7 in Neider's text. Chapter
5 & 6 in Woo's text.
9. Light &
Color: light; color models.
Chapter 13 in Foley's text; Chapter 5-6 in Neider's text. Chapter 4-5
in Woo's text.
10.
Visible-Surface Determination: z-Buffer algorithm; scan-line algorithm.
Chapter 15 in Foley's text; Chapter 6 & 10 in Neider's text. Chapter
5 & 10 in Woo's text.
12-13. Advanced
techniques in OpenGL: blending, antialiasing, fog, bitmaps, fonts, images, texture
mapping, and the framebuffers.
Chapter 7-10 in Neider's text. Chapter 6-10 in Woo's text.
13-14.
Curves & Surfaces: cubic curves; bicubic surfaces.
Chapter 11 in Foley's text; Chapter 11 in Neider's text. Chapter 12 in
Woo's text.
15.
General introduction: physically-based modeling; real-time simulation;
distributed interactive simulation; Virtual Reality, etc.
Chapter 12, 14, 17-21 in Foley's text.
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TEXT: (Required)
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Computer Graphics: Principles and Practice, Second Edition in C by James
D. Foley, Andries van Dam, Steven K. Feiner and John F. Hughes Addison-Wesley
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OpenGL Programming Guide, by Neider, Davis, Woo, Addison Wesley
TEXT: (Recommended)
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Interactive Computer Graphics: A Top-Down Approach with OpenGL by Edward
Angel, Addison Wesley
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REFERENCES:
Graphics
related journals and magazines including:
Graphics related conference proceedings including:
Some reference books of mine:
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Computer Graphics
from Addison Wesley
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Interactive Computer Graphics: A Top-Down Approach with OpenGLTM by Edward
Angel
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Computer Graphics: Principles and Practice, Second Edition in C by James
D. Foley, Andries van Dam, Steven K. Feiner and John F. Hughes
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Introduction to Computer Graphics by James D. Foley, Andries van Dam, Steven
K. Feiner, John F. Hughes, and Richard L. Phillips
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Virtual Reality Systems by John Vince
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The Inventor Mentor and The Inventor Toolmaker: Extending Open Inventor,
Release 2 by Josie Wernecke and the Open Architecture Group
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"Motif Programming: The essentials ... and more" by Marshall Brain, Digital
Press
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"Computer Graphics" by Donald Hearn, Prentice Hall, C edition
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"COMPUTER GRAPHICS: an Object-Oriented Approach to the Art and Science"
by Cornel Pokorny, Franklin, Beedle & Associates, Incorporated
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"Object-Oriented Programming with C++ and OSF/Motif" by Douglas A. Young,
Prentice Hall, 2nd edition
Graphics tools and groups related sites:
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2002 by Jim X. Chen, Department of Computer Science, George mason University