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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
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