ABET Syllabus Template by Th0OT7

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									                    ELECTRICAL, COMPUTER, AND SYSTEMS ENGINEERING DEPARTMENT
                                            ABET COURSE SYLLABUS

                                       ECSE-4750 Computer Graphics
Course Catalog Description:            Introduction to Interactive Computer Graphics, with an emphasis on applications
                                       programming. Objects and viewers, and the synthetic camera model. Graphics
                                       architectures, the graphics pipeline, clipping, rasterization, and programmable
                                       shaders. Input and interaction. Geometric objects, homogeneous coordinates, and
                                       transformations. Viewing, hidden surface removal, frame and depth buffers,
                                       compositing, and anti-aliasing. Shading, light and materials, texture mapping, ray
                                       tracing, and radiosity. Intellectual property concerns. Extensive programming
                                       with the OpenGL API and C++. Prerequisite: ECSE-2610 or equivalent. Fall term
                                       annually 3 credit hours

Pre-Requisite Courses:                 ECSE-2610

Co-Requisite Courses:                  None

Prerequisites by Topic:                1.   Moderate understanding of computer operation
                                       2.   Knowledge of a high-level programming language such as C or C++,
                                            including the use of pointers
                                       3.   Knowledge of basic linear algebra, including eigenvalues


Textbook:                              Angel, Interactive Computer Graphics OpenGL, 5th Ed.
    (and/or other required material)

References:                            Wright, OpenGL Super Bible (WCD) (P), 3rd Ed.,
                                       http://wrfranklin.org/pmwiki/ComputerGraphicsFall2009

Course Coordinator:                    W. Randolph Franklin, Professor, Electrical, Computer, and Systems
                                       Engineering

Overall Educational Objective:         Provide students with a foundation in graphics applications programming.

Course Learning Outcomes:                   1.   to develop a facility with the relevant mathematics of computer graphics,
                                                 e.g.,
                                                       a. 3D rotations using both vector algebra and matrices, and
                                                       b. transformations and projections using homogeneous
                                                           coordinates.
                                            2.   to learn the principles and commonly used paradigms and techniques of
                                                 computer graphics, e.g., the graphics pipeline.
                                            3.   to gain a proficiency with OpenGL, "a standard specification defining a
                                                 cross-language, cross-platform API for writing applications that produce
                                                 2D and 3D computer graphics.
                                            4.   to be introduced to some other widely used, freely available, platform-
                                                 independent tools that are at different levels of abstraction.


How Course Outcomes                    Weekly homework (25%)
are Assessed:                          Midterm (25%)
                                       Term Project (25%)
                                       Final Exam (25%)

Relation to EE/CSE/EPE Outcomes                          Outcome                      Level Demonstrate Proficiency
                                                                                     N, M, H e.g. Exams, projects, HW
                                       Mathematics, science and engineering             H    HW, Exams, Project

                                                                                                                         1
   N = none                                Basic disciplines in Electrical Engineering      N
   M = moderate                            Depth in Electrical Engineering                  N
   H = high                                Basic disciplines in Computer & Sys. Eng.        M     HW, Exams, Project
                                           Depth in Computer and Systems Eng.               H     HW, Exams, Project
                                           Electromagnetics, electromechanics, power
                                                                                            N
                                           semiconductors
                                           Power system behavior                            N
                                           Electrical energy conversion                     N
                                           Conduct experiments and interpret data           N
                                           Identify, formulate and solve problems           N
                                           Design a system, component or process            M     HW, Project
                                           Communicate in written and oral form             M     HW, Project
                                           Function as part of a multi-disciplinary team    M     Project
                                           Preparation for life-long learning               N
                                           Ethical issues; safety, health, public welfare   N
                                           Humanities and social sciences                   N
                                           Laboratory equipment and software tools          H     HW, Project
                                           Variety of instruction formats                   N

Topics Covered:                       1.        Introduction to Interactive Computer Graphics, with an emphasis on
(number of hours or classes for each)           applications programming. (2 classes approx)
                                      2.        Objects and viewers, and the synthetic camera model. (2 classes approx)
                                      3.         Graphics architectures, the graphics pipeline, clipping, rasterization, and
                                                programmable shaders. Input and interaction. (5 classes approx)
                                           4.   Geometric objects, homogeneous coordinates, and transformations. (4 classes
                                                approx)
                                           5.   Viewing, hidden surface removal, frame and depth buffers, compositing, and
                                                anti-aliasing. (6 classes approx)
                                           6.   Shading, light and materials, texture mapping, ray tracing, and radiosity. (5
                                                classes approx)
                                           7.    Intellectual property concerns. (1 classes approx)
                                           8.   Extensive programming with the OpenGL API and C/C++.(3 classes approx)

Computer Usage:                            Extensive OpenGL programming, preferably in Linux. However, since OpenGL
                                           is platform independent, other operating systems may also be used.

Laboratory Experiences:                    1.   Studying and modifying many OpenGL programs

Design Experiences:                        1.   Designing several OpenGL programs for homeworks
                                           2.   Designing a bigger program for the term project

Independent Learning Experiences:          1.   Term project optionally in teams of 3, worth 25% of grade.

Class/Lab Schedule:                        Lectures TF2-3:20, lab W4-5:20

Contribution to the                        (a) College-level mathematics and basic sciences:     1.5 credit hours
Professional Component:                    (b) Engineering Topics (Science and/or Design):       1.5 credit hours
                                           (c) General Education:                                0 credit hours


ABET Outcomes Supported: (Choose from the list below. Be prepared to defend these with performance metrics
associated with the outcomes selected.)

( x) 3.a an ability to apply knowledge of mathematics, science, and engineering
( ) 3.b an ability to design and conduct experiments, as well as to analyze and interpret data
( ) 3.c an ability to design a system, component, or process to meet desired needs within realistic constraints such as
         economic, environmental, social, political, ethical, health and safety, manufacturability, and sustainability
( ) 3.d an ability to function on multi-disciplinary teams


                                                                                                                            2
(        an ability to identify, formulate, and solve engineering problems
     ) 3.e
(        an understanding of professional and ethical responsibility
     ) 3.f
(        an ability to communicate effectively
     ) 3.g
(        the broad education necessary to understand the impact of engineering solutions in a global, economic,
     ) 3.h
         environmental, and societal context
( ) 3.i a recognition of the need for, and an ability to engage in life-long learning
( ) 3.j a knowledge of contemporary issues
( x) 3.k an ability to use the techniques, skills, and modern engineering tools necessary for engineering practice.

    Prepared by:       WR Franklin

    Date:              2 Nov 2009




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