Introduction to Computer Graphics “Genius is 1% inspiration, and 99% perspiration.” Thomas Alva Edison
CSE 373, Spring 2008 Belaid Moa Email :
[email protected] Phone: 556-1852 Office : CSE 115
Agenda First things first
How to study My philosophy of teaching
Course Description, objectives, and tools Course materials Your feedback Your Participation More on Computer Graphics tools
First things First: How to Study There are no such things as “I am stupid. I can never understand this material” “The others are smarter than me. I am just a loser.” “My capacity is limited, and my brain can’t handle it.”
Everyone of us is capable of achieving anything given Enthusiasm Perseverance, especially in CG Patience, especially in CG Time organization Suitable style of learning
First things First: How to Study The killer of them all: Procrastination Excuses for not studying and doing your homework: “I can’t study now because I have to get a haircut.” “I can’t do the project because I have other projects.” “I can’t review the CS373 lectures because I have to review only for this coming exam.” “It is Okay to leave things until the day of exam.” The cure: “Do not leave the work of today until tomorrow for tomorrow has its own work.” Reward yourself: “After I am done with this, I should get a nice haircut.” Start with things that you feel good at.
First things First: How to Study How to be a good student People think and learn differently: Eyes: Visual learner Ears: Auditory learner Order: sequential learner Images: global learner Doing: kinesthetic learner Find your own style of learning Write sequential notes Use mind-map technique Draw images Explain loudly the lecture to yourself The read the lecture while walking Write and run the code to see how things work
How to be a good student Find your optimal style of learning Do not miss a single lecture Be active during the lecture: Write notes Ask questions Study your notes Just after the lecture At least three times during the week of the lecture Once after two weeks Once after three weeks and so on Organize your time Do not over-study for a course at the expense of the other courses Try to give each course an amount of time every day Do not leave the review and the project until one day before the deadline Do not procrastinate! Use office hours as much as possible Take time to sharpen your axe
My philosophy of teaching Teach by following different styles:
Images and mind-maps Analogies Hands-on things Asking questions: why, how, what, when, who The theory behind things to achieve deep understanding of things
Be close to my students Any student who does his best (see the
previous slide) will pass
Course Description and objectives Computer graphics is used in diverse applications:
Medical Imaging Scientific Visualization of Complex data Special effects in movies Games
The main objective of this course is to introduce the programming principles
of computer graphics,
Mathematical and theoretical foundations Fundamental data-structures and algorithms for rendering and modeling. Pipeline rendering and ray tracing Game designing and programming Software for Computer graphics:
OpenGL with C++ OpenGL with Java Java 3D and VRML DirectX with C# Pov-Ray Lightwave
Beauty of Computer Graphics Demo using POV-Ray Demo using Lightwave Demo using VRML
Course materials
Computer Graphics using OpenGL, F.S. Hill and S.M. Keelly (required textbook) Interaction Computer Graphics A Top-Down Approach with OpenGL, E. Angel OpenGL : A Primer, E. Angle http://fly.cc.fer.hr/~unreal/theredbook/ http://nehe.gamedev.net/ Foundations of 3D Graphics Programming, J.X. Chen and E.J. Wegman Course Webpage: everything will be available in here: http://faculty.qu.edu.qa/belaid.moa/
Your feedback Teaching/learning is interactive
two-way communications
Let me know
what you think about lectures, projects, labs, exams, topics, … What you want to know or probe further
You can reach me
in class, during office hours, by email/phone
Your participation Midterm
15%
Quizzes and class participation
5%
Lab
40% (Project 60%)
Final Exam
40%
Total
100%
Project The theory and practice projects were
combined to produce only one project Each project is composed of at most two students
In the case of two students, both of them are responsible for implementing and understanding the code.
The project has three milestones: Shapes and colors Texture and light Animation and interaction
More on Computer Graphics tools The students can choose any subset from the
following tools:
OpenGL with C++ JOGL (OpenGL with Java) DirectX with C# or VB POV-Ray Java3D or VRML
In the lab, however, the instructor will only use
OpenGL with a very small subset of C++