CS 652 - Interactive Computer Graphics - Spring'2009
001 14000 T 7:20 p.m.-10:00 p.m. IN 136
Chen, J
Office hour: T 6:00pm-7:00pm; W:
3:00pm-4:00pm
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Description | Grading | TA
| Groups | Texts | References
ST2 Room 409
Course office hour: ST 2, Rm 409; T 6:00pm-7:00pm; W: 3:00pm-4:00pm or by appointment
Phone: (703)
993-1720
jimxchen (a) gmail (dot)
com
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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. The programming platform is Java or C. The course is taught in Java.
I am assuming you know the prerequisite material, Java or 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.
There are all together 100 points:
· Homework assignments announced in class and due before next class (10 points)
· In-class quizzes (10 points)
· One project (30 points)
· A Final Exam (50 points)
Your overall course score, S, will be the sum of these points.
· A: S is at least 90 points
· B: S is at least 75 points
· C: S is at least 55 points
· F: S is less than 55 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.
ASSIGNMENTS: (announced in class and due one day before next class)
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 mostly follow the notes posted accompanying the text book with additions/modifications.
· Jim X. Chen and Chunyang Chen, Foundation of 3D Graphics Programming Using JOGL and Java3D, Second Edition, Springer Verlag. (Required)
· Jim X. Chen, Guide to Graphics Software Tools, Springer Verlag, 2002. (Recommended. This is the accompany book in C.)
· Mason Woo, Jackie Neider, and Tom Davis, OpenGL Programming Guide, Addison Wesley, latest version. (Recommended. This book is very popular on OpenGL programming in C.)
TEXT: (Recommended)
· James D. Foley, Andries van Dam, Steven K. Feiner and John F. Hughes, Computer Graphics: Principles and Practice, Second Edition in C, Addison-Wesley. (This book is the most comprehensive text reference with details.)
· Edward Angel, Interactive Computer Graphics: A Top-Down Approach with OpenGL, Addison Wesley. (This book is based on OpenGL programming.)
· Donald Hearn and M. Pauline Baker, Computer Graphics, C version, 2nd edition, Printice-Hall, latest version. (This book is excellent for beginners.)
· Grigore C. Burdea and Philippe Coiffet, Virtual Reality Technology, Wiley-Interscience, 2nd edition. (This book is about VR, a related area.)
2008 by Jim X. Chen, Department of Computer Science, George mason University