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Course Overview

Course Overview. Introduction to Computer Graphics and Animation (Principle of Computer Graphics) Rattapoom Waranusast. Course Overview. Lecturer: Rattapoom Waranusast Email: waranusast@gmail.com Website: http://www.ecpe.nu.ac.th/rattapoom/ Twitter: @rattapoomw Office: EE 406

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Course Overview

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  1. Course Overview Introduction to Computer Graphics and Animation (Principle of Computer Graphics) Rattapoom Waranusast

  2. Course Overview • Lecturer: Rattapoom Waranusast • Email: waranusast@gmail.com • Website: http://www.ecpe.nu.ac.th/rattapoom/ • Twitter: @rattapoomw • Office: EE 406 • Time: Tue: 13:00-15:00, Wed 13:00-15:00 (Regular) Tue: 15:00-17:00, Wed 19:00-21:00 (Special) • Room: EN 609 • Prerequisite: (not officially) • C/C++ Programming • You also need to know basic co-ordinate geometry, trigonometry, matrix, linear algebra, and vector algebra.

  3. Course Overview • Textbook: • S. Guha, Computer Graphics Through Opengl: From Theory to Experiments, CRC Press, 2011. • P. Shirley, Fundamentals of Computer Graphics, 2nd ed., A K Peters, 2005. • D. Shreiner , OpenGL Programming Guide: The Official Guide to Learning OpenGL Versions 3.0 and 3.1, 7th ed., Addison-Wesley, 2010. • R. S. Wright, N. Haemel, G. Sellers, and B. Lipchak, OpenGL SuperBible: Comprehensive Tutorial and Reference, 5th ed., Addison-Wesley, 2010. • E. Angel, D. Shreiner, Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6th ed., Addison-Wesley, 2011. • D. Salomon, The Computer Graphics Manual, volume 1 & 2., Springer-Verlag, 2011. • T. McReynolds, and D. Blythe, Advanced Graphics Programming Using OpenGL, Morgan Kaufmann, 2005. • R. Whitrow, OpenGL Graphics Through Applications, Springer-Verlag, 2008. • R. Wang, and X. Qian, OpenSceneGraph 3.0 Beginner's Guide, Packt, 2010. • Lecture notes and slide handouts

  4. Textbook • S. Guha, Computer Graphics Through Opengl: From Theory to Experiments, CRC Press, 2011.

  5. Textbook • P. Shirley, Fundamentals of Computer Graphics, 2nd ed., A K Peters, 2005.

  6. Textbook • D. Shreiner , OpenGL Programming Guide: The Official Guide to Learning OpenGL Versions 3.0 and 3.1, 7th ed., Addison-Wesley, 2010.

  7. Textbook • R. S. Wright, N. Haemel, G. Sellers, and B. Lipchak, OpenGL SuperBible: Comprehensive Tutorial and Reference, 5th ed., Addison-Wesley, 2010.

  8. Textbook • E. Angel, D. Shreiner, Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6th ed., Addison-Wesley, 2011.

  9. Course Overview • Objectives: To introduce 3-dimensional computer graphics and animation as a practical discipline and to learn theory that will enable our understanding of 3D graphics programming. Our goal will be to reach a point in understanding and practice that we shall be able to go out and function productively in any 3D programming environment.

  10. Teaching Style • The graphics API used (with C or C++) is the industry-standard OpenGL. The approach will be top-down. Students will right from the start use OpenGL to code up and animate 3D objects and scenes. I believe in learning by doing. • As we proceed to learn and use OpenGL we shall pick up the underlying theory, mostly the mathematics of geometric transformations and various implementation algorithms. • This will be a practical course!! Almost all lectures will be delivered in the lab with students learning concepts by running and modifying live OpenGL code through the class period.

  11. This course is not

  12. This course is

  13. Grading System • Assignments and Project – 60% • Assignments – 40% • Project – 20% • Examinations – 40% • Midterm – 20% • Final – 20%

  14. Grading Policy • Late assignments lose 10% on first 24 hours, and 20% every 24 hours after that. • You might lose all credits in the assignments that you cheat. • Keep in mind that CG assignments are very easy to detect plagialism.

  15. How to pass this course • Attend the lectures regularly • I will randomly check for an attendance • Understand the concepts • Do the assignments and projects • Try to get the bonus credits • Don’t cheat • Do all the exams • Don’t cheat

  16. How to fail this course • Skip the lectures • Avoid studying the concepts or read textbooks • Slack the assignments and projects • Skip the exams • Plagiarize or cheat

  17. Classroom Policy • Participate every lectures and focus on the lessons • Disconnect from the whole world for a while • Mute or turn off your phones • Don’t use any social networks (Facebook, Twitter, BB, MSN, Whatsapp, Line, etc.) • Dress properly especially in exams and presentations • Willing to ask and answer questions

  18. Enjoy the Course • Be enthusiastic about the course because it is interesting, practical, and extremely important in the modern day world, and your career. My job is to help you learn and enjoy the experience. I will do our best but I also need your help. So let’s all have fun together with computer graphics and animation…!!!

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