General Introduction

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Introduction to Computer

Graphics

“Genius is 1% inspiration, and 99% perspiration.”

Thomas Alva Edison

CSE 373, Spring 2008

Belaid Moa

Email : Belaid.Moa@qu.edu.qa

Phone: 556-1852

Office : CSE 115

Agenda

 First things first

 How to study

 My philosophy of teaching

 Course Description, objectives, and tools

 Course materials

 Your feedback

 Your Participation

 More on Computer Graphics tools

First things First: How to Study

 There are no such things as

“I am stupid. I can never understand this material”

“The others are smarter than me. I am just a loser.”

“My capacity is limited, and my brain can’t handle it.”

 Everyone of us is capable of achieving anything given

 Enthusiasm

 Perseverance, especially in CG

 Patience, especially in CG

 Time organization

 Suitable style of learning

First things First: How to Study

 The killer of them all: Procrastination

 Excuses for not studying and doing your homework:

“I can’t study now because I have to get a haircut.”

“I can’t do the project because I have other projects.”

“I can’t review the CS373 lectures because I have to review only for this coming exam.”

“It is Okay to leave things until the day of exam.”

 The cure:

“Do not leave the work of today until tomorrow for tomorrow has its own work.”

Reward yourself: “After I am done with this, I should get a nice haircut.”

Start with things that you feel good at.

First things First: How to Study

 How to be a good student

 People think and learn differently:

Eyes: Visual learner

Ears: Auditory learner

Order: sequential learner

Images: global learner

Doing: kinesthetic learner

Find your own style of learning

Write sequential notes

Use mind-map technique

Draw images

Explain loudly the lecture to yourself

The read the lecture while walking

Write and run the code to see how things work

How to be a good student

Find your optimal style of learning

Do not miss a single lecture

Be active during the lecture:

 Write notes

 Ask questions

Study your notes

Just after the lecture

At least three times during the week of the lecture

Once after two weeks

Once after three weeks and so on

Organize your time

Do not over-study for a course at the expense of the other courses

Try to give each course an amount of time every day

Do not leave the review and the project until one day before the deadline

Do not procrastinate!

Use office hours as much as possible

Take time to sharpen your axe

My philosophy of teaching

 Teach by following different styles:

 Images and mind-maps

 Analogies

 Hands-on things

 Asking questions: why, how, what, when, who

 The theory behind things to achieve deep understanding of things

 Be close to my students

 Any student who does his best (see the previous slide) will pass

Course Description and objectives

Computer graphics is used in diverse applications:

Medical Imaging

Scientific Visualization of Complex data

Special effects in movies

Games

The main objective of this course is to introduce the programming principles of computer graphics,

Mathematical and theoretical foundations

Fundamental data-structures and algorithms for rendering and modeling.

Pipeline rendering and ray tracing

Game designing and programming

Software for Computer graphics:

OpenGL with C++

OpenGL with Java

Java 3D and VRML

DirectX with C#

Pov-Ray

Lightwave

Beauty of Computer Graphics

 Demo using POV-Ray

 Demo using Lightwave

 Demo using VRML

Course materials

Computer Graphics using OpenGL, F.S. Hill and

S.M. Keelly ( required textbook )

Interaction Computer Graphics A Top-Down

Approach with OpenGL, E. Angel

OpenGL : A Primer, E. Angle http://fly.cc.fer.hr/~unreal/theredbook/ http://nehe.gamedev.net/

Foundations of 3D Graphics Programming, J.X.

Chen and E.J. Wegman

Course Webpage: everything will be available in here: http://faculty.qu.edu.qa/belaid.moa/

Your feedback

 Teaching/learning is interactive

 two-way communications

 Let me know

 what you think about lectures, projects, labs, exams, topics, …

 What you want to know or probe further

 You can reach me

 in class, during office hours, by email/phone

Your participation

Midterm

Quizzes and class participation

Lab

Final Exam

Total

15%

5%

40% (Project 60%)

40%

100%

Project

 The theory and practice projects were combined to produce only one project

 Each project is composed of at most two students

 In the case of two students, both of them are responsible for implementing and understanding the code.

 The project has three milestones:

 Shapes and colors

 Texture and light

 Animation and interaction

More on Computer Graphics tools

 The students can choose any subset from the following tools:

 OpenGL with C++

 JOGL (OpenGL with Java)

 DirectX with C# or VB

 POV-Ray

 Java3D or VRML

 In the lab, however , the instructor will only use

OpenGL with a very small subset of C++

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