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Welcome to CSC 341/CSC 630 Introduction to Computer Graphics. Instructor Fatma Betul Atalay Office: BL 216 Phone: (610) 660-1566 Email: fatalay@sju.edu Office hours: Monday 12:30-2:00 Wednesday 1:15-2:30 Or, by appointment. About the course. Logistics Room: BE 302
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Welcome to CSC 341/CSC 630Introduction to Computer Graphics • Instructor • Fatma Betul Atalay • Office: BL 216 • Phone: (610) 660-1566 • Email: fatalay@sju.edu • Office hours: • Monday 12:30-2:00 • Wednesday 1:15-2:30 • Or, by appointment
About the course • Logistics • Room: BE 302 • Meeting time: Tuesday, Thursday 2:00 – 3:15pm • Course Web page: http://people.sju.edu/~fatalay/CSC341 • Use your SJU username/password • Required Text • Computer Graphics through OpenGL: From Theory to Experiments • By Sumanta Guha • CRC Press
About the course • Reference Texts (good source of OpenGL information) • OpenGL Programming Guide: The official Guide to Learning OpenGL • aka “The Redbook” • Available online at http://www.glprogramming.com/red/ • PLUS • Take notes in class!!! • Material outside of the book
Course Goals • Introduce you to an exciting field in CS • Teach you • Fundamentals of computer graphics • How various elements that underlie computer graphics (algebra, geometry, algorithms, data structures, optics) interact in the design of graphics software systems • OpenGL API and GLUT • …so that you can design and implement your own graphics applications • Gain good insight into how complex computer graphics applications, such as games and movies, are produced. • “How did they do that??”
What do you need to know ? • Programming! • We will use C/C++ (OpenGL is not OO) • You also need to be comfortable with some math • Linear algebra (We will review it) • Basic trigonometry (cosines, etc.)
Course Work • Programming projects • due midnight on the due date, electronic submission. • Zip everything into a single directory. (Detailed instructions will be provided.) • late penalty • 10% up to 24 hours late, 20% for every additional day • I will ask for a demo if need be.
Programming • C/C++ and OpenGL • OpenGL: • most widely used graphics library standard. • GL (basic OpenGL) • GLU (OpenGL Utilities): higher level operations, such as drawing curved surfaces • We also need GLUT (OpenGL Utility Toolkit) (for C/C++ only) • To handle windows and user interaction • Later in the course we will need GLEW (OpenGL Extension Wrangler) • To be able to access OpenGL functions introduced in any version after 1.0 • Microsoft Visual C++ (2010) • installed in the labs (BL 244U, BL 244G, BL 301) • Check the course web page for instructions of setting up OpenGL on your own PC’s or Macs • Your programs must compile on department lab machines. • But you are free to develop on any platform if you prefer to do so.
Exams • Two exams • midterm • comprehensive final • Tentative weights • Homeworks and projects: %35 • Midterm: %30 • Final : %35
Academic Honesty • Okay to “discuss” general solution strategies • BUT, you should work independently when it comes to • Formulating/writing/programming solutions • You cannot share code or any written material • ALSO, you have to acknowledge any assistance you have received (book, internet, person)
About you • Name • Programming language: C/C++/Java/other? • Windows/Unix/Linux/Mac? • Programming experience • 2, >2, >5? • Calc III (undergrads)? Any course in Linear algebra (grads)? • What do you expect from this course?
What is Computer Graphics? • Computer graphics: concerned with all aspects of generating images and animations using a computer. • Hardware and software systems • Main tasks: • modeling: creating and representing the geometry of objects in the 3D world • rendering: generating 2D images of the 3D scenes • animation: describing how objects change in time
Computer Graphics • Producing photorealistic images is a complex task • A field that is in great demand • Grown enormously over the past 20 years. • Dates back to 1960’s with Ivan Sutherland • Development of very simple software to produce line drawings of 2- and 3-dimensional scenes • Today, possible to produce images that are indistinguishable from photographs
Graphics Applications • Used in diverse areas • Science • Engineering • Medicine • Industry • Art • Entertainment • Advertising • Education and Training • Four major groups
Graphics Applications • Display of Information • a medium to convey information • gain insight into data • Maps • Statistical plots • Data analysis in medicine: 3D visualization of CT (computed tomography)/ MRI (magnetic resonance imaging) data
The featured visualization includes multiple views of a human brain dataset, that was originally obtained by MRI. The dataset used in the visualization was provided by James E. Dobson of the Psychological and Brain Sciences faculty at Dartmouth College.
Graphics Applications • Scientific visualization • Graphically illustrate data (Conversion of data to geometric entities) • Gives researchers means to interpret vast amounts of data (fluid flow, molecular biology, math) Molecular Rendering
Scientific Visualization The featured plot is a Volume plot of the logarithm of gas/dust density in an Enzo star and galaxy simulation. Regions of high density are white while less dense regions are more blue and also more transparent. The data used to make this image were provided by Tom Abel Ph.D. and Matthew Turk of the Kavli Institute for Particle Astrophysics and Cosmology.
Scientific Visualization The featured image shows a plot of a DEM (Digital Elevation Model) dataset containing mountainous areas near Dunsmuir, CA. Elevation lines are added to the plot to help delineate changes in elevation.
Graphics Applications • Computer Aided Design (CAD) • Engineering, architecture • Mechanical parts (e.g. car industry), buildings • Iterative process
Graphics Applications 3. Simulation and Animation • Flight simulators ( virtual worlds for training pilots) • Games and educational software • Movies • Virtual Reality • Person can act as a part of a computer generated scene using special devices • e.g. training a surgical intern
Graphics Applications • User interfaces • They are everywhere! • Windows, icons, menus • Graphical network browsers (IE, Netscape, Firefox)
For next class • Read Chapter 1.