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Objectives by chapter

Course Objectives by Chapter

 

 

Reference: F. S. Hill, Jr., and Stephen M. Kelley, Computer Graphics: Using OpenGL, Third Edition, Prentice Hall, 2007. See www.fshilljr.com/3rd-edition.html

Purpose: Summarize the goals of the course and of each chapter from the text. This list is a good high-level study guide for exams and preparation for a job interview.

Course goals:

  • Learn the underlying principles, techniques, and approaches which constitute a stable and coherent body of knowledge in the field of computer graphics
  • Able to design and produce significant graphics programs
  • Improve object-oriented software design skills
  • Improved C++ programming skills
  • Improved project planning and management skills
  • Improved presentation skills

Goals of Chapter 1:

-  Provide an overview of the computer graphics field

-  Describe important input and output graphics devices

Goals of Chapter 2:

-  Get started writing programs that produce pictures

-  Learn the basic ingredients found in every OpenGL program

-  Develop some elementary graphics tools for drawing lines, polylines, and polygons

-  Develop tools that allow the user to control a program with the mouse and keyboard

Goals of Chapter 3:

-  Introduce viewports and clipping

-  Develop the window-to-viewport transformation

-  Develop a classical clipping algorithm

-  Create tools to draw in world coordinates

-  Develop a C++ class to encapsulate the drawing routines

-  Develop ways to select windows and viewports for optimal viewing

-  Draw complex pictures using relative drawing and turtle graphics

-  Build figures based on regular polygons and their offspring

-  Draw arcs and circles

-  Describe parametrically defined curves and see how to draw them

Goals of Chapter 4:

-  Review vector arithmetic and relate vectors to objects of interest in graphics

-  Relate geometric concepts to their algebraic representations

-  Describe lines and points parametrically

-  Distinguish points and vectors properly

-  Exploit the dot product in graphics

-  Develop tools for working with objects in 3D space, including the cross product of two vectors

Goals of Chapter 5:

-  Develop tools for transforming one picture into another

-  Introduce the fundamental concepts of affine transformations, which perform combinations of rotations, scalings, and transformations

-  Develop functions that apply affine transformations to objects in computer programs

-  Develop tools for transforming coordinate frames

-  Set up a camera to render a 3D scene using OpenGL

-  Design scenes in the Scene Design Language (SDL) and to write programs that read SDL files and draw the scenes they describe

Goals of Chapter 6:

-  Develop tools for working with objects in 3D space

-  Represent solid objects using polygonal meshes

-  Draw simple wire-frame views of mesh objects

Goals of Chapter 7:

-  Develop tools for creating and manipulating a "camera" that produces pictures of a 3D scene

-  See how to "fly" a camera through a scene interactively and to make animations

-  Learn the mathematics that describes various kinds of projections

-  See how each operation in the OpenGL graphics pipeline operates and why it is used

-  Build a powerful clipping algorithm for 3D objects

-  Devise a means for producing stereo views of objects

Goals of Chapter 8:

-  Add realism to drawings of 3D scenes

-  Examine ways to determine how light reflects off of surfaces

-  Render polygonal meshes that are bathed in light

-  Make a polygonal mesh object appear smooth

-  Remove hidden surface by means of a depth buffer

-  Develop methods for adding textures to the surfaces of objects

-  Add shadows of objects to a scene

 

 
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