- When you sign up, please use the same name you have in your AASTMT records, and include your AASTMT ID. This how I can migrate your grades to the AASTMT system.
- Login often to follow up with assignment deadlines and announcements. Its your responsibility to keep up with the course. Failure to receive emails or notifications is no excuse. Everything is announced in class and then published in moodle.
- Please confirm with the AASTMT policies regarding plagiarism and cheating. A zero grade for the violating submission will be given the first time, then reported to the department for further action.
- Please ask questions in the online forum to allow everyone to join and benefit from the discussions, and avoid private emails to the lecturers and TAs. Contact the teachers privately only about your personal grades or circumstances, not about the course content.
How to score A+ in this course?
- Please do all practicals and assignments and study regularly. In case of problems, please ask questions. Accumulating problems will make things worse as the semester goes by.
Introduction - History and survey of graphics applications - Overview of graphics systems and output devices - Output primitives including points, lines, circles, splines, area filling, and character generation - Attributes of output primitives - Two dimensional transformations - Windowing and clipping - Interactive input methods – Three dimensional graphics.
The student will be able to:
- Understand the basic principles for design, use and understanding of 2-d as well as 3-d graphics.
- Understand the hardware and software components of graphics systems.
- Acquired necessary knowledge in mathematics, algorithms design and programming skills to develop graphics applications.
- Understand history and survey of professional computer graphics applications.
- Introduction, history and Survey of Computer Graphics Applications
- Overview of Graphics Systems : Raster and Random scan displays
- Color display – Colour models (RGB, CMY, ...)
- Output Primitives : Bresenham line and Mid-point Circle / Ellipse drawing algorithms
- Drawing free curves : Bezier and Spline techniques
- Two – Dimensional Transformations
- Viewing transformation
- Line and Polygon clipping algorithms
- Filling algorithms
- Three – Dimensional Concepts Viewing and Representation
- Three – Dimensional Transformations
Computer Graphics Open Gl Version, by D. Hearn and M.P. Baker, Prentice Hall.