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CS 575

Computer Graphics I

CS 575 is about how a computer turns geometry and light into the pixels you actually see on a screen, the full pipeline from 3D scene description down to rasterized image, with the linear algebra and shading models that make it work. You'll do a sequence of WebGL/OpenGL labs alongside a midterm and final, building up from drawing primitives to interactive 3D programs with transformations, viewing, lighting, and texture mapping. As a graduate intro, it assumes you're comfortable with linear algebra and C-style programming, and it's the foundation for follow-ups in rendering, geometric modeling, animation, and visualization research.

Kredi3ECTS5FakülteFaculty of EngineeringBölümComputer EngineeringKoordinatörUğur Güdükbay

Haftalık müfredat 14 hafta

Hafta 114–20 Eyl
Graphics sistemleri ve modelleri
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.
synthetic-camera modelimaging systemsprogrammable pipelinesOpenGL/WebGL
Hafta 221–27 Eyl
Graphics programming: WebGL ve 2B uygulamalar
Graphics Programming: Programming Two-Dimensional Applications; The WebGL Application Programming Interface; Primitives and Attributes; Color; Viewing; Control Functions; Polygons and Recursion.
WebGL APIprimitives and attributescolorviewing
Hafta 328 Eyl – 4 Eki
Graphics programming: 3B uygulamalar ve etkileşim
Graphics Programming: Polygons and Recursion; Programming Three-dimensional Applications; Adding Interaction; Menus.
polygonsrecursionthree-dimensional applicationsmenus
Hafta 45–11 Eki
Etkileşim, Animasyon ve Girdi Aygıtları
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.
animationinput devicesevent-driven inputpicking
Hafta 512–18 Eki
Geometrik nesneler ve dönüşümler (WebGL)
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.
affine transformationshomogeneous coordinatestransformation matricesquaternions
Hafta 619–25 Eki
Hiyerarşik modelleme ve scene graph
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.
hierarchical modelscene graphtree traversalanimation
Hafta 726 Eki – 1 Kas
Kamera, projeksiyon ve hidden-surface removal
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.
parallel projectionperspective projectionhidden-surface removalWebGL
Hafta 82–8 Kas
Aydınlatma ve gölgeleme modelleri
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.
Phong reflection modelpolygonal shadingper-fragment lightingglobal illumination
Hafta 99–15 Kas
Geometriden piksele: clipping ve pipeline
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.
modelinggeometry processingrasterizationclipping
Hafta 1016–22 Kas
Rasterization ve hidden surface removal
From Geometry to Pixels: Rasterization; Bresenham's Algorithm; Polygon Rasterization; Hidden Surface Removal; Antialiasing; Display Considerations.
Bresenham's Algorithmpolygon rasterizationhidden surface removalantialiasing
Hafta 1123–29 Kas
Discrete teknikler: buffer ve texture mapping
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.
buffertexture mappingWebGLbump mapping
Hafta 1230 Kas – 6 Ara
Procedural yöntemler ve particle systems
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.
particle systemagent-based modelfractalprocedural noise
Hafta 137–13 Ara
Eğriler ve yüzeyler: Bézier, B-spline, subdivision
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.
Hermite curvesBézier curvescubic B-splinessubdivision surfaces
Hafta 1414–20 Ara
İleri rendering: ray tracing ve volume rendering
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.
Ray TracingRendering EquationRadiosityVolume Rendering

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%
en büyük tek kalem %55 · sınav ağırlığı %40 nasıl hesaplanıyor

Önerilen kaynaklar 7 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 · 2011
📖
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
Mc-Graw Hill
D.F. Rogers and J.A. Adams
1990 · 2/E
📖
Önerilen
Microsoft Visual Studio (C++ or Java)
Microsoft Co.
2022 · Version 17.2

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