logo Use CA10RAM to get 10%* Discount.
Order Nowlogo
(5/5)

Provide an introduction to computer graphics drawing algorithms and two-dimensional and three-dimensional display techniques.

INSTRUCTIONS TO CANDIDATES
ANSWER ALL QUESTIONS

Undergraduate Course Syllabus

Computational Graphics and Visualization

Course Description

Provide an introduction to computer graphics drawing algorithms and two-dimensional and three-dimensional display techniques. Learn the current software and hardware used for computational graphics and visualization.

Course Outcomes

  • Generate accurate representations of three-dimensional 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 three-dimensional objects and through three-dimensional 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 non-graded 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

90–92

3.67

B+

87–89

3.33

B

83–86

3

80–82

2.67

C+

77–79

2.33

C

73–76

2

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, Preface1-1   Discussion: OpenGL vs. DirectX1-2   Setting Up an OpenGL Environment1-3   Practice Activity 1: Creating a Context in OpenGL1-4   Review and Quiz: Final Project Guidelines and Rubric

2

Legacy OpenGL 2D and 3D Graphics2-1 Practice Activity 2: Build Simple 2D Shapes Using Legacy OpenGL 2-2 Practice Activity 3: Build Simple 3D Primitives Using Legacy GL2-3 Quiz: OpenGL Basics

3

Modern OpenGL ProgrammingOpenGLBook, Chapter 2 and 33-1 Practice Activity 4: Build 2D Shapes Using Modern OpenGL 3-2 Final Project Milestone One: Project Proposal3-3 Quiz: Modern OpenGL

 

Module

Topics and Assignments

4

Matrix Transformations (Virtual Cameras)OpenGLBook, Chapter 44-1 Practice Activity 5: Creating a 3D Pyramid in Modern OpenGL 4-2 Quiz: Transforming Objects

5

Interactive Graphics5-1 Practice Activity 6: Panning, Zooming, and Orbiting a Cube 5-2 Final Project Milestone Two: Project Draft

6

Texturing and Lighting6-1 Practice Activity 7: Assigning Textures to a Pyramid 6-2 Practice Activity 8: Creating a Lighting Scene6-3 Quiz: Texturing and Lighting

7

Your Final Project7-1 Final Project Submission

8

Animations of Virtual Cameras and 3D Objects8-1 Practice Activity 9: Animating a Pyramid

 

(5/5)
Attachments:

Related Questions

. Introgramming & Unix Fall 2018, CRN 44882, Oakland University Homework Assignment 6 - Using Arrays and Functions in C

DescriptionIn this final assignment, the students will demonstrate their ability to apply two ma

. The standard path finding involves finding the (shortest) path from an origin to a destination, typically on a map. This is an

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. This program will have two classes, a LineItem class and a Transaction class. The LineItem class will represent an individual

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

. SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of Sea Ports. Here are the classes and their instance variables we wish to define:

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

. 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 Sea Ports. Here are the classes and their instance variables we wish to define:

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

Ask This Question To Be Solved By Our ExpertsGet A+ Grade Solution Guaranteed

expert
Atharva PatilComputer science

569 Answers

Hire Me
expert
Chrisantus MakokhaComputer science

970 Answers

Hire Me
expert
AyooluwaEducation

745 Answers

Hire Me
expert
RIZWANAMathematics

512 Answers

Hire Me

Get Free Quote!

414 Experts Online