İzmir Ekonomi Üniversitesi
  • TÜRKÇE

  • GRADUATE SCHOOL

    M.SC. in Computer Engineering (Without Thesis)

    CE 604 | Course Introduction and Application Information

    Course Name
    Advanced Computer Graphics
    Code
    Semester
    Theory
    (hour/week)
    Application/Lab
    (hour/week)
    Local Credits
    ECTS
    CE 604
    Fall/Spring
    3
    0
    3
    7.5

    Prerequisites
    None
    Course Language
    English
    Course Type
    Elective
    Course Level
    Third Cycle
    Mode of Delivery -
    Teaching Methods and Techniques of the Course -
    National Occupation Classification -
    Course Coordinator -
    Course Lecturer(s)
    Assistant(s) -
    Course Objectives After fundamental concepts and mathematical foundations are understood, fundamental techniques and advanced research topics in computer graphics will be introduced. A comprehensive introduction to computer graphics is the fundamental goal of this course.
    Learning Outcomes
    #
    Content
    PC Sub
    * Contribution Level
    1
    2
    3
    4
    5
    1Be able to summarize the fundamental concepts of computer graphics.
    2Be able to evaluate recent research topics in computer graphics.
    3Be able to develop modern computer graphics programs.
    4Be able to apply animations and transformations in computer graphics.
    5Be able to describe photorealistic and non-photorealistic rendering techniques in computer graphics.
    Course Description Foundations of computer graphics, mathematical background, the graphics pipeline, representing 3D models, animation, lighting and materials, texturing and surface detail methods, global illumination, programmable shaders, physics-based methods, mesh deformation techniques, point clouds, non-photorealistic rendering.

     



    Course Category

    Core Courses
    Major Area Courses
    Supportive Courses
    Media and Management Skills Courses
    Transferable Skill Courses

     

    WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

    Week Subjects Related Preparation Learning Outcome
    1 Graphics Systems and Models E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 1
    2 Graphics Programming E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 2
    3 Interaction and Animation E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 3
    4 Geometric Objects and Transformations E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 4
    5 Viewing E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 5
    6 Lighting and Shading E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 6
    7 Discrete Techniques E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 7
    8 Midterm examination
    9 From Geometry To Pixels E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 8
    10 Modeling and Hierarchy E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 9
    11 Procedural Methods E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 10
    12 Curves and Surfaces E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 11
    13 Advanced Rendering E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015, Chapter 12
    14 Advanced Topics in Computer Graphics Internet resources
    15 Advanced Topics in Computer Graphics Internet resources
    16 Advanced Topics in Computer Graphics Internet resources

     

    Course Notes/Textbooks E. Angel, D. Shreiner “Interactive Computer Graphics with WebGL, Global Edition, 7/E”, Pearson, 2015
    Suggested Readings/Materials Hughes JF, Van Dam A, Foley JD, Feiner SK. “Computer graphics: principles and practice”. Pearson Education, 2013.

     

    EVALUATION SYSTEM

    Semester Activities Number Weighting LO 1 LO 2 LO 3 LO 4 LO 5
    Participation
    16
    10
    Laboratory / Application
    Field Work
    Quizzes / Studio Critiques
    Portfolio
    Homework / Assignments
    5
    30
    Presentation / Jury
    Project
    1
    35
    Seminar / Workshop
    Oral Exams
    Midterm
    1
    20
    Final Exam
    1
    5
    Total

    Weighting of Semester Activities on the Final Grade
    23
    95
    Weighting of End-of-Semester Activities on the Final Grade
    1
    5
    Total

    ECTS / WORKLOAD TABLE

    Semester Activities Number Duration (Hours) Workload
    Theoretical Course Hours
    (Including exam week: 16 x total hours)
    16
    3
    48
    Laboratory / Application Hours
    (Including exam week: '.16.' x total hours)
    16
    0
    Study Hours Out of Class
    15
    5
    75
    Field Work
    0
    Quizzes / Studio Critiques
    0
    Portfolio
    0
    Homework / Assignments
    5
    7
    35
    Presentation / Jury
    0
    Project
    1
    40
    40
    Seminar / Workshop
    0
    Oral Exam
    0
    Midterms
    1
    20
    20
    Final Exam
    1
    7
    7
        Total
    225

     

    COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

    #
    PC Sub Program Competencies/Outcomes
    * Contribution Level
    1
    2
    3
    4
    5
    1 Accesses information in breadth and depth by conducting scientific research in Computer Engineering, evaluates, interprets and applies information.
    -
    -
    -
    X
    -
    2 Is well-informed about contemporary techniques and methods used in Computer Engineering and their limitations.
    -
    -
    -
    -
    X
    3 Uses scientific methods to complete and apply information from uncertain, limited or incomplete data, can combine and use information from different disciplines.
    -
    -
    -
    X
    -
    4 Is informed about new and upcoming applications in the field and learns them whenever necessary.
    -
    -
    X
    -
    -
    5 Defines and formulates problems related to Computer Engineering, develops methods to solve them and uses progressive methods in solutions.
    -
    -
    -
    X
    -
    6 Develops novel and/or original methods, designs complex systems or processes and develops progressive/alternative solutions in designs.
    -
    -
    -
    X
    -
    7 Designs and implements studies based on theory, experiments and modelling, analyses and resolves the complex problems that arise in this process.
    -
    X
    -
    -
    -
    8 Can work effectively in interdisciplinary teams as well as teams of the same discipline, can lead such teams and can develop approaches for resolving complex situations, can work independently and takes responsibility.
    -
    -
    -
    X
    -
    9 Engages in written and oral communication at least in Level B2 of the European Language Portfolio Global Scale.
    -
    -
    X
    -
    -
    10 Communicates the process and the results of his/her studies in national and international venues systematically, clearly and in written or oral form.
    -
    -
    X
    -
    -
    11 Is knowledgeable about the social, environmental, health, security and law implications of Computer Engineering applications, knows their project management and business applications, and is aware of their limitations in Computer Engineering applications.
    X
    -
    -
    -
    -
    12 Highly regards scientific and ethical values in data collection, interpretation, communication and in every professional activity.
    -
    X
    -
    -
    -

    *1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

     


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