Undergraduate Course Syllabus
Computational Graphics and Visualization
Course Description
Provide an introduction to computer graphics drawing algorithms and twodimensional and threedimensional display techniques. Learn the current software and hardware used for computational graphics and visualization.
Course Outcomes
Generate accurate representations of threedimensional objects using application programming interface (API) libraries and computer graphics development best practices
Create interactive graphics applications that respond to input devices allowing for successful navigation around threedimensional objects and through threedimensional space
Employ best practices in formatting, commenting, and functional logic that produce reliable computer programs
Defend computer graphic and program development decisions for their effectiveness in meeting project requirements
Required Materials
Using your learning resources is critical to your success in this course. Please purchase directly through SNHU’s online bookstore, MBS Direct, rather than any other vendor. Purchasing directly from the bookstore ensures that you will obtain the correct materials and that the Help Desk, your advisor, and the instructor can provide you with support if you have problems.
OpenGLBook Eddy Luten
This course also requires the following applications and libraries:
OpenGL
Eclipse Neon IDE
MinGW C++ Compiler
The following libraries are included in the CS 330 Development Package:
FreeGLUT
GLEW
OpenGL Mathematics (GLM)
SOIL2
Students will use the Development Installation Instructions for installing all applications and libraries. Students with Apple Mac computers should use Apple Boot Camp to run Windows.
Instructor Availability and Response Time
Your class interaction with the instructor and your classmates will take place on a regular, ongoing basis. Your instructor will be actively engaged within the course throughout the week. You will normally communicate with your instructor in the weekly discussions or the General Questions discussion topic so that your questions and the instructor’s answers benefit the entire class. You should feel free, however, to communicate with your instructor via SNHU email at any time, particularly when you want to discuss something of a personal or sensitive nature.
Your instructor will generally provide a response within 24 hours.
Grade Distribution
Assignment Category 
Number ofGraded Items 
Point Valueper Item 
Total Points 
Discussion 
1 
20 
20 
Practice Activities 
9 
50 
450 
Final Project Quiz 
1 
10 
10 
Module Content Quizzes 
4 
20 
80 
Final Project 

Milestone One 
1 
40 
40 
Milestone Two 
1 
100 
100 
Final Submission 
1 
300 
300 
Total Course Points: 1,000 
This course may also contain practice activities. The purpose of these nongraded activities is to assist you in mastering the learning outcomes in the graded activity items listed above.
University Grading System: Undergraduate
Grade 
Numerical Equivalent 
Points 
A 
93–100 
4 
A˗ 
90–92 
3.67 
B+ 
87–89 
3.33 
B 
83–86 
3 
B˗ 
80–82 
2.67 
C+ 
77–79 
2.33 
C 
73–76 
2 
C˗ 
70–72 
1.67 
Grade 
Numerical Equivalent 
Points 
D+ 
67–69 
1.33 
D 
60–66 
1 
F 
0–59 
0 
I 
Incomplete 

IF 
Incomplete/Failure * 

IP 
In Progress (past endof term) 

W 
Withdrawn 
Please refer to the policy page for information on the incomplete grade
Grading Guides
Specific activity directions, grading guides, posting requirements, and additional deadlines can be found in the Assignment Guidelines and Rubrics section of the course.
Weekly Assignment Schedule
All reading and assignment information can be found within each module of the course. Assignments and discussion posts during the first week of each term are due by 11:59 p.m. Eastern Time. Assignments and discussion posts for the remainder of the term are due by 11:59 p.m. of the student’s local time zone.
In addition to the textbook readings that are listed, there may be additional required resources within each module.
Module 
Topics and Assignments 
1 
Introduction to OpenGL and Computer GraphicsOpenGLBook, Preface11 Discussion: OpenGL vs. DirectX12 Setting Up an OpenGL Environment13 Practice Activity 1: Creating a Context in OpenGL14 Review and Quiz: Final Project Guidelines and Rubric 
2 
Legacy OpenGL 2D and 3D Graphics21 Practice Activity 2: Build Simple 2D Shapes Using Legacy OpenGL 22 Practice Activity 3: Build Simple 3D Primitives Using Legacy GL23 Quiz: OpenGL Basics 
3 
Modern OpenGL ProgrammingOpenGLBook, Chapter 2 and 331 Practice Activity 4: Build 2D Shapes Using Modern OpenGL 32 Final Project Milestone One: Project Proposal33 Quiz: Modern OpenGL 
Module 
Topics and Assignments 
4 
Matrix Transformations (Virtual Cameras)OpenGLBook, Chapter 441 Practice Activity 5: Creating a 3D Pyramid in Modern OpenGL 42 Quiz: Transforming Objects 
5 
Interactive Graphics51 Practice Activity 6: Panning, Zooming, and Orbiting a Cube 52 Final Project Milestone Two: Project Draft 
6 
Texturing and Lighting61 Practice Activity 7: Assigning Textures to a Pyramid 62 Practice Activity 8: Creating a Lighting Scene63 Quiz: Texturing and Lighting 
7 
Your Final Project71 Final Project Submission 
8 
Animations of Virtual Cameras and 3D Objects81 Practice Activity 9: Animating a Pyramid 
DescriptionIn this final assignment, the students will demonstrate their ability to apply two majorconstructs of the C programming language – Fu
Path finding involves finding a path from A to B. Typically we want the path to have certain properties,such as being the shortest or to avoid going t
Develop a program to emulate a purchase transaction at a retail store. Thisprogram will have two classes, a LineItem class and a Transaction class. Th
1 Project 1 Introduction  the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of
1 Project 2 Introduction  the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of