General Introduction

January 8, 2018 | Author: Anonymous | Category: Engineering & Technology, Computer Science, Computer Graphics
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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++

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