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CS 465

Computer Graphics I

CS 465 is about turning math into pictures: how a scene described as points, vectors, and transformations becomes the pixels you actually see on a screen. You'll work through the graphics pipeline hands-on by writing WebGL programs across three labs — building interactive 3D scenes, hierarchical models, and shaders that handle lighting and texture — alongside a written midterm and final. It leans heavily on your linear algebra and data structures background, and it's the foundation for anything downstream involving rendering, games, visualization, or GPU programming.

Credit3ECTS5FacultyFaculty of EngineeringBölümComputer EngineeringPreCS 201

Değerlendirme 100% — 4 adım

20%
20%
55%
5%
Midterm:Essay/written Midterm 20%
Final: Essay/Written Final 20%
Lab work Programming Assignments 55%
In-class attendance Attendance 5%

Önerilen kaynaklar 6 kitap

📕
Zorunlu
Interactive Computer Graphics: A Top-Down Approach with WebGL
Edward Angel, Dave Shreiner
2015 · 7/E
📖
Önerilen
Interactive Computer Graphics
A top-down approach with OpenGL, Edward Angel
Dave Shreiner · 2012
📖
Önerilen
Computer Graphics with OpenGL
Donald D. Hearn, M. Pauline Baker
Warren Carithers · 4/E
📖
Önerilen
Procedural Elements for Computer Graphics
David F. Rogers
1998 · 2/E
📖
Önerilen
Computer Graphics Principles and Practice
J. F. Hughes, A. van Dam
M. McGuire · D. F. Sklar
📖
Önerilen
Mathematical Elements for Computer Graphics
D.F. Rogers and J.A. Adams
1990 · 2/E

Haftalık müfredat 14 hafta

Hafta 1
Graphics Systems and Models: Applications of Computer Graphics; A Graphics System; Images: Physical and Synthetic; Imaging Systems; The Synthetic-Camera Model; The Programmer's Interface; Graphics Architectures; Programmable Pipelines; Performance Characteristics; OpenGL Versions and WebGL.
Hafta 2
Graphics Programming: Programming Two-Dimensional Applications; The WebGL Application Programming Interface; Primitives and Attributes; Color; Viewing; Control Functions; Polygons and Recursion.
Hafta 3
Graphics Programming: Polygons and Recursion; Programming Three-dimensional Applications; Adding Interaction; Menus.
Hafta 4
Interaction and Animation: Animation; Interaction; Input Devices; Physical Input Devices; Clients and servers; Programming Event-driven Input; Position Input; Window Events; Picking; Building Models Interactively; Design of Interactive Programs.
Hafta 5
Geometric Objects and Transformations: Scalars, Points, and Vectors; Three-Dimensional Primitives; Coordinate Systems and Frames; Frames in WebGL; Matrix and Vector Types; Affine Transformations; Translation, Rotation, and Scaling; Transformations in Homogeneous Coordinates; Concatenation of Transformations; Transformation Matrices in WebGL; Interfaces to Three-Dimensional Applications; Quaternions.
Hafta 6
Modeling and Hierarchies: Symbols and Instances; Hierarchical Models; A Robot Arm; Trees and Traversal; Use of Tree Data Structures; Animation; Graphical Objects; Scene Graphs; Implementing Scene Graphs; Other Tree Structures
Hafta 7
Viewing: Classical and Computer Viewing; Viewing with a Computer; Positioning of the Camera; Parallel Projections; Perspective Projections; Perspective Projections with WebGL; Perspective-Projection Matrices; Hidden-Surface Removal; Displaying Meshes; Projections and Shadows.
Hafta 8
Lighting and Shading: Light and Matter; Light Sources; The Phong Reflection Model; Computation of Vectors; Polygonal Shading; Specifying Lighting Parameters; Implementing a Lighting Model; Per-Fragment Lighting; Global Illumination.
Hafta 9
From Geometry to Pixels: Basic Implementation Strategies; Four Major Tasks: Modeling, Geometry Processing, Rasterization, Fragment Processing; Clipping; Line-Segment Clipping; Polygon Clipping; Clipping in Three Dimensions
Hafta 10
From Geometry to Pixels: Rasterization; Bresenham's Algorithm; Polygon Rasterization; Hidden Surface Removal; Antialiasing; Display Considerations.
Hafta 11
Discrete Techniques: Buffers; Digital Images; Mapping Methods; Two-dimensional Texture Mapping; Texture Mapping in WebGL; Texture Generation; Environment Maps; Reflection Map Example; Bump Mapping; Blending Techniques; Sampling and Aliasing.
Hafta 12
Procedural Methods: Algorithmic Models; Physically Based Models and Particle Systems; Newtonian Particles; Solving Particle Systems; Constraints; A Simple Particle System; Agent-Based Models; Language-Based Models; Recursive Methods and Fractals; Procedural Noise.
Hafta 13
Curves and Surfaces: Representation of Curves and Surfaces; Design Criteria; Parametric Cubic Polynomial Curves; Hermite Curves and Surfaces; Bézier Curves and Surfaces; Cubic B-Splines; General B-Splines; Rendering Curves and Surfaces; The Utah Teapot; Algebraic Surfaces; Subdivision Curves and Surfaces; Mesh Generation from Data.
Hafta 14
Advanced Rendering: Going Beyond Pipeline Rendering; Ray Tracing; Building a Simple Ray Tracer; The Rendering Equation; Radiosity; RenderMan; Parallel Rendering; Volume Rendering; Isosurfaces and Marching Cubes; Mesh Simplification; Direct Volume Rendering; Image-Based Rendering.

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Geçmiş GPA dağılımı 25 dönem · ort. 2.70

DönemCourse CPA
2025-2026 Fall 2.85 1 sec · 27 öğr
2024-2025 Fall 2.33 1 sec · 29 öğr
2023-2024 Fall 2.52 1 sec · 29 öğr
2022-2023 Fall 2.30 1 sec · 30 öğr
2021-2022 Fall 2.68 1 sec · 31 öğr
2020-2021 Fall 2.60 1 sec · 50 öğr
2019-2020 Fall 2.48 1 sec · 34 öğr
2018-2019 Fall 2.61 1 sec · 31 öğr
2017-2018 Spring 2.65 1 sec · 30 öğr
2016-2017 Spring 2.69 1 sec · 25 öğr

Aggregate course GPA — Bilkent STARS'tan public data. Hoca-bazlı per-section detayı için STARS evaluation report →. Öğrenci anket cevapları KVKK kapsamında defter'de tutulmaz.

⚠️ FZ engelleyen şartlar

Course Learning Outcomes: Course Learning Outcome Assessment Apply knowledge of mathematics Midterm Final Utilize and extend known algorithms, design paradigms and data structures for the solution of engineering problems Programming Assignments Use modern software systems and tools Programming Assignments

Hocalar 0 bu dönem · 3 geçmiş

Geçmişte ders veren (3 kişi)
Uğur Güdükbay, Bülent Özgüç, Veysi İşler