Undergraduate Course Syllabus
Computational Graphics and Visualization
Course Description
Provide an introduction to computer graphics drawing algorithms and two-dimensional and three-dimensional display techniques. Learn the current software and hardware used for computational graphics and visualization.
Course Outcomes
Generate accurate representations of three-dimensional objects using application programming interface (API) libraries and computer graphics development best practices
Create interactive graphics applications that respond to input devices allowing for successful navigation around three-dimensional objects and through three-dimensional space
Employ best practices in formatting, commenting, and functional logic that produce reliable computer programs
Defend computer graphic and program development decisions for their effectiveness in meeting project requirements
Required Materials
Using your learning resources is critical to your success in this course. Please purchase directly through SNHU’s online bookstore, MBS Direct rather than any other vendor. Purchasing directly from the bookstore ensures that you will obtain the correct materials and that the Help Desk, your advisor, and the instructor can provide you with support if you have problems.
Eddy Luten
This course also requires the following applications and libraries:
OpenGL
Eclipse Neon IDE
MinGW C++ Compiler
The following libraries are included in the CS 330 Development Package:
FreeGLUT
GLEW
OpenGL Mathematics (GLM)
SOIL2
Students will use the installing all applications and libraries. Students with Apple Mac computers should use Apple Boot Camp to run Windows.
Instructor Availability and Response Time
Your class interaction with Development Installation Instructions for the instructor and your classmates will take place on a regular, ongoing basis. Your instructor will be actively engaged within the course throughout the week. You will normally communicate with your instructor in the weekly discussions or the General Questions discussion topic so that your questions and the instructor’s answers benefit the entire class. You should feel free, however, to communicate with your instructor via SNHU email at any time, particularly when you want to discuss something of a personal or sensitive nature.
Your instructor will generally provide a response within 24 hours.
Grade Distribution
Assignment Category |
Number ofGraded Items |
Point Valueper Item |
Total Points |
Discussion |
1 |
20 |
20 |
Practice Activities |
9 |
50 |
450 |
Final Project Quiz |
1 |
10 |
10 |
Module Content Quizzes |
4 |
20 |
80 |
Final Project |
|||
Milestone One |
1 |
40 |
40 |
Milestone Two |
1 |
100 |
100 |
Final Submission |
1 |
300 |
300 |
Total Course Points: 1,000 |
This course may also contain practice activities. The purpose of these non-graded activities is to assist you in mastering the learning outcomes in the graded activity items listed above.
University Grading System: Undergraduate
Grade |
Numerical Equivalent |
Points |
A |
93–100 |
4 |
A˗ |
90–92 |
3.67 |
B+ |
87–89 |
3.33 |
B |
83–86 |
3 |
B˗ |
80–82 |
2.67 |
C+ |
77–79 |
2.33 |
C |
73–76 |
2 |
C˗ |
70–72 |
1.67 |
Grade |
Numerical Equivalent |
Points |
D+ |
67–69 |
1.33 |
D |
60–66 |
1 |
F |
0–59 |
0 |
I |
Incomplete |
|
IF |
Incomplete/Failure * |
|
IP |
In Progress (past endof term) |
|
W |
Withdrawn |
Please refer to the policy page for information on the incomplete grade
Grading Guides
Specific activity directions, grading guides, posting requirements, and additional deadlines can be found in the Assignment Guidelines and Rubrics section of the course.
Weekly Assignment Schedule
All reading and assignment information can be found within each module of the course. Assignments and discussion posts during the first week of each term are due by 11:59 p.m. Eastern Time. Assignments and discussion posts for the remainder of the term are due by 11:59 p.m. of the student’s local time zone.
In addition to the textbook readings that are listed, there may be additional required resources within each module.
Module |
Topics and Assignments |
1 |
Introduction to OpenGL and Computer GraphicsOpenGLBook, Preface1-1 Discussion: OpenGL vs. DirectX1-2 Setting Up an OpenGL Environment1-3 Practice Activity 1: Creating a Context in OpenGL1-4 Review and Quiz: Final Project Guidelines and Rubric |
2 |
Legacy OpenGL 2D and 3D Graphics2-1 Practice Activity 2: Build Simple 2D Shapes Using Legacy OpenGL 2-2 Practice Activity 3: Build Simple 3D Primitives Using Legacy GL2-3 Quiz: OpenGL Basics |
3 |
Modern OpenGL ProgrammingOpenGLBook, Chapter 2 and 33-1 Practice Activity 4: Build 2D Shapes Using Modern OpenGL 3-2 Final Project Milestone One: Project Proposal3-3 Quiz: Modern OpenGL |
Module |
Topics and Assignments |
4 |
Matrix Transformations (Virtual Cameras)OpenGLBook, Chapter 44-1 Practice Activity 5: Creating a 3D Pyramid in Modern OpenGL 4-2 Quiz: Transforming Objects |
5 |
Interactive Graphics5-1 Practice Activity 6: Panning, Zooming, and Orbiting a Cube 5-2 Final Project Milestone Two: Project Draft |
6 |
Texturing and Lighting6-1 Practice Activity 7: Assigning Textures to a Pyramid 6-2 Practice Activity 8: Creating a Lighting Scene6-3 Quiz: Texturing and Lighting |
7 |
Your Final Project7-1 Final Project Submission |
8 |
Animations of Virtual Cameras and 3D Objects8-1 Practice Activity 9: Animating a Pyramid |
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