- 10
- Units
- 41
- Lessons
- 6/6
- Labs
From pixels to 3D scenes: coordinate systems, transformations, clipping, projections, curves and rendering.
What you'll learn
The key areas this subject covers, mapped to the official curriculum.
- Graphics primitives and output devices
- 2D and 3D transformations
- Clipping and windowing
- Projections and viewing
- Curves, surfaces and animation
Course units
The structured path through this subject.
- 1
Introduction of Computer Graphics
What computer graphics is, how it is used, and the hardware that makes it possible.
4 topics · 4 lessons available
- 2
Scan Conversion Algorithm
Turning geometric descriptions into pixels: lines, circles and filled polygons.
5 topics · 5 lessons available
- 3
Two-Dimensional Geometric Transformations
Translation, rotation, scaling and their matrix representation in homogeneous coordinates.
5 topics · 5 lessons available
- 4
Three-Dimensional Geometric Transformation
Extending transformations to three dimensions and understanding the viewing pipeline.
4 topics · 4 lessons available
- 5
3D Objects Representation
How solid and curved 3D objects are stored and described.
4 topics · 4 lessons available
- 6
Solid Modeling
Representation schemes for solid objects: boundary, CSG and sweep methods.
4 topics · 4 lessons available
- 7
Visible Surface Detections
Deciding which surfaces are visible: hidden surface removal algorithms.
4 topics · 4 lessons available
- 8
Illumination Models and Surface Rendering Techniques
Light, reflection and shading models that make objects look real.
4 topics · 4 lessons available
- 9
Introduction to Virtual Reality
What virtual reality is, the hardware that supports it, and where it is used.
3 topics · 3 lessons available
- 10
Introduction to OpenGL
The industry-standard graphics API: pipeline, primitives, transformations and viewing.
4 topics · 4 lessons available
Subject details
- Code
- CSC-214
- Credit hours
- 3
- Semester
- Semester III
- Category
- web