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CpSc 456 OutlineIntroduction to Computer GraphicsCatalog DescriptionThis course introduces the basics of interactive computer graphics including software and hardware requirements for computer graphics systems, graphics data structures, algorithms and programming languages, raster and random display devices, and graphics applications. Students will work with dedicated graphics computers in completing laboratory exercises and course projects. Prerequisite: CpSc 374 or permission of the instructor. (3 credits)Audience:This course is elective for Computer Science majors.Learning Activities:Learning activities will include in-class discussions, in-class programming and debugging, and programming assignments.Outline:I. Geometric algorithms //AL10: 2 hoursa. Line segments: properties, intersections b. Convex hull finding algorithmsII. Building a simple graphical user interface //HC2: 2 hoursa. Principles of graphical user interfaces (GUIs) b. GUI toolkitsIII. Human-centered software evaluation //HC3: 2 hoursa. Setting goals for evaluation b. Evaluation without users: walkthroughs, KLM, guidelines, and standards c. Evaluation with users: usability testing, interview, survey, experimentIV. Human-centered software development //HC4: 2 hoursa. Approaches, characteristics, and overview of process b. Functionality and usability: task analysis, interviews, surveys c. Specifying interaction and presentation d. Prototyping techniques and tools i. Paper storyboards ii. Inheritance and dynamic dispatch iii. Prototyping languages and GUI buildersV. Graphical user-interface design //HC5: 5 hoursa. Choosing interaction styles and interaction techniques b. HCI aspects of common widgets c. HCI aspects of screen design: layout, color, fonts, labeling d. Handling human failure e. Beyond simple screen design: visualization, representation, metaphor f. Multi-modal interaction: graphics, sound, and haptics g. 3D interaction and virtual realityVI. Graphical user-interface programming //HC6: 5 hoursa. UIMS, dialogue independence and levels of analysis, Seeheim model b. Widget classesc. Event management and user interaction d. Geometry management e. GUI builders and UI programming environments f. Cross-platform designVII. Fundamental techniques in graphics //GV1: 2 hoursa. Hierarchy of graphics software b. Using a graphics API c. Simple color models (RGB, HSB, CMYK) d. Homogeneous coordinates e. Affine transformations (scaling, rotation, translation) f. Viewing transformation g. ClippingVIII. Graphic systems //GV2: 1 hoursa. Raster and vector graphics systems b. Video display devices c. Physical and logical input devices d. Issues facing the developer of graphical systemsIX. Graphic communication //GV3: 2 hoursa. Psychodynamics of color and interactions among colors b. Modifications of color for vision deficiency c. Cultural meaning of different colors d. Use of effective pseudo-color palettes for images for specific audiences e. Structuring a view for effective understanding f. Image modifications for effective video and hardcopy g. Use of legends to key information to color or other visual data h. Use of text in images to present context and background information i. Visual user feedback on graphical operationsX. Geometric modeling //GV4: 3 hoursa. Polygonal representation of 3D objects b. Parametric polynomial curves and surfaces c. Constructive Solid Geometry (CSG) representation d. Implicit representation of curves and surfaces e. Spatial subdivision techniques f. Procedural models g. Deformable models h. Subdivision surfaces i. Multiresolution modeling j. ReconstructionXI. Basic rendering //GV5: 3 hoursa. Line generation algorithms (Bresenham) b. Font generation: outline vs. bitmap c. Light-source and material properties d. Ambient, diffuse, and specular reflections e. Phong reflection model f. Rendering of a polygonal surface; flat, Gouraud, and Phong shading g. Texture mapping, bump texture, environment map h. Introduction to ray tracingi. Image synthesis, sampling techniques, and anti-aliasingXII. Computer animation //GV8: 2 hoursa. Key-frame animation b. Camera animation c. Scripting system d. Animation of articulated structures: inverse kinematics e. Motion capture f. Procedural animation g. DeformationXIII. Virtual reality //GV10: 2 hoursa. Stereoscopic display b. Force feedback simulation, haptic devices c. Viewer tracking d. Collision detection e. Visibility computation f. Time-critical rendering, multiple levels of details (LOD) g. Image-base VR system h. Distributed VR, collaboration over computer network i. Interactive modeling j. User interface issues k. Applications in medicine, simulation, and trainingXIV. Multimedia information and systems //IM13: 4 hoursa. Devices, device drivers, control signals and protocols, DSPs b. Applications, media editors, authoring systems, and authoring c. Streams/structures, capture/represent/transform, spaces/domains, compression/coding d. Content-based analysis, indexing, and retrieval of audio, images, and video e. Presentation, rendering, synchronization, multi-modal integration/interfaces f. Real-time delivery, quality of service, audio/video conferencing, video-on-demandXV. Using APIs //SE2: 2 of 5 hoursa. API programming b. Debugging in the API


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SRU CPSC 456 - Course Outline

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