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<!DOCTYPE HTML PUBLIC "-//W3O//DTD W3 HTML 2.0//EN"><!Converted with LaTeX2HTML 95.1 (Fri Jan 20 1995) by Nikos Drakos (nikos@cbl.leeds.ac.uk), CBLU, University of Leeds ><HEAD><TITLE>CS 155 Syllabus, Fall 1995</TITLE></HEAD><BODY><meta name="description" value="No Title"><meta name="keywords" value="temp"><meta name="resource-type" value="document"><meta name="distribution" value="global"><P><b><H3><center>Computer Science 155 <BR>Computer Graphics <BR>Syllabus, Fall 1995</H3> </b> </center><P><b>Professor:</b> Ran (``RON'') Libeskind-Hadas <BR><b>Office:</b> Olin 245 <BR><b>Phone:</b> x18976 <BR><b>E-mail:</b> <tt>hadas@cs.hmc.edu</tt><P><b>Course Assistant:</b> Darin Grant <BR><b>E-mail:</b> <tt> dgrant@cs.hmc.edu</tt><P><H3><b>What Is This Course About?</H3></b>This course covers the foundations of 2- and 3- dimensional computergraphics. In the first part of the course we will develop thetheory and implement a simple 3-dimensional graphics systemfrom scratch. In the remainder of the course we will use theOpenGL graphics library to implement complex 3-dimensional scenesemploying smooth curves and surfaces, color, lighting, atmosphericeffects, textures, etc. The last four weeks of the course willbe spent using these new tools in an independent or group project.<P><H3><b>Is This Course for You?</H3></b>OF COURSE! Alright, seriously,the prerequisites for this course are CS 60 and Math 73 (linear algebra).There will be a considerable amount of programming in this courseusing your choice of C or C++. Most of the programs will involvelinear transformations and elementary concepts from linear algebra(matrix multiplication and inversion, inner products, and cross products).<P><H3><b>Texts</b></H3>The textbook for this class is:<p><em>Introduction to Computer Graphics</em> by Foley, Van Dam, Feiner,Hughes, and Phillips, Addison-Wesley, 1994.<p>In addition, you will need a copy of:<p><em>The OpenGL Programming Guide</em> by Neider, Davis, and Woo,Addison-Wesley, 1992.<p>Finally, the <em>OpenGL Reference Manual</em> is convenient to have,but is not required. We will have a copy available in the thegraphics lab.<p><H3><b>Assignments and Grades</b> </H3>For the first two-thirds of the course, there will be programmingassignments roughly every 10 days. Periodically, there will alsobe short written homework assignments.The last four weeks of the course will be devoted to aproject of your choice. You will be given the option of working individually or ina group of up to 3 people. The project will be presented to the classat the end of the semester. There will be no exams in this class. The gradewill be determined as follows:<PRE> Programming and Homework assignments: 70% Project: 30%</PRE><P><H3><b>Important Homework Policies</H3></b><b>Grading Policy.</b> Homeworks will be graded on a scale from 0 to 10. We'll try to be very clear about what is required toget 10 points. If you don't get 10 points, we'll also try to clearlyexplain why points were deducted. If you ever feel that you were gradedunfairly, don't hesitate to come and talk to me and we'll look at it together.<P><b>Late Policy.</b> There will be three deadlines associated witheach homework assignment. If your homework is submitted before the <b>Early Deadline</b>, you will receive a 10 percent bonus on theassignment. If your homework is submitted after the Early Deadlinebut before the <b>Regular Deadline</b>, you will receive regularpoints. If your homework is submitted after the Regular Deadline butbefore the <b>Late Deadline</b>, 10 percent will be deducted from yourgrade. These deadlines will generally be 24 to 48 hours apart. Homeworkreceived after the Late Deadline will not receive credit.<H3><b>Collaboration Policy</b> </H3>You are welcome and encouraged to discuss an approach to a problem andyou may, of course, help one another to debug code. The only seriousinfraction is copying another person's code. <H3><b>Topics</H3></b><UL> <LI> Graphics system architectures and technologies. <LI> Raster graphics and scan conversion algorithms. <LI> 2-D transformations. <LI> 3-D transformations, viewing in 3-D, projections,coordinate systems, and the 3-D rendering pipeline. <LI> Object hierarchy. <LI> Parametric cubic curves and surfaces. <LI> Color and lighting. <LI> Blending and antialiasing. <LI> Texture mapping. <LI> Fractal models. <LI> Recursive ray tracing.</UL></BODY>
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