This is a hands-on class in computer graphics programming. We will concentrate on teaching the principles of three dimensional computer graphics, and we will explore these principles through programming assignments in Java using the Java 2D and Java 3D APIs. We will also do some projects involving ray tracers and other 3D APIs. There will be many programming assignments, and two in-class, open-book exams.
You should use turnin to submit assignments. Here are instructions on using this if you are not familiar with it.
You should also use the following naming convention in turning in
programs. Each file that you are turning in has a name of the form
"filename.extension", for example "Amoeba.java", where "Amoeba" is the
filename, and "java" is the extension. You should make sure that your
filename ends with the number of the assignment for every file being
turned in for a particular assignments. So, for assignment 2, you'd
turn in "Amoeba2.java" and "README2".
Material to be covered on last exam:
Text: Chapters 5-10 with the exception of the following sections:
8.5, 8.6, 9.5, 10.4
Slides: Lectures 5-11, and be sure to review the slides on transforms
and scene graphs
Important topics: Basics of ray tracing (from slides), scene graphs
and 3-d coordinate transforms (book and slides), Phong shading model
(book and slides), viewing basics (book and slides), texture mapping
(book and slides)