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GPH 436 Fundamentals of Computer Graphics
An accelerated introduction to the graphics development environments and to graphical programming. Provides an in-depth discussion of the basic mathematical language of computer graphics: vectors, transformations, homogeneous coordinates and their associated data structures. Advanced topics will include sampling theory and interpolation, and topics from multi-variable calculus. Also provides a basic introduction to industry standards in graphics developing, including sepcifying transformations and viewing parameters. PREREQUISITE(S): CSC 309 and MAT 150 or equivalent.

Schedule including homework due dates is posted here.

Textbooks and printed resources

Required: Fundamentals of Computer Graphics, Peter Shirley, AK Peters Press, 2002.

Recommended: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel, Charles River Media, 2002.

Prerequisites

CSC 309 (data structures / C++) and MAT 150 (differential calculus) or equivalent.

This course requires a basic knowledge of trigonometry and first quarter calculus (differentiation). We will develop all of the mathematical techniques covered in the course, but this requires that you be fluent in algebraic manipulations, trigonometric functions, and differentiation of polynomials and trigonometric functions. If it has been a while since you have worked with these tools, you may want to spend some time reviewing them.

Since the prerequisites to this course assume at least a year of coursework in programming, you will be expected to be fluent in basic programming concepts including object oriented programming and design. You will be expected to build C++ classes to represent various mathematical objects and then to apply them in a graphics program. It is also expected that you are adept at basic debugging techniques.

Plagiarism

The DePaul University standards for academic integrity apply in this class.

Professor

R. J. Wolfe, Ph.D.
wolfe@cs.depaul.edu