605.667.81 - Computer Graphics

Computer Science
Fall 2023

Description

This course examines the principles of computer graphics, with a focus on the mathematics and theory behind 2D and 3D graphics rendering. Topics include graphics display devices, graphics primitives, 2D and 3D transformations, viewing and projection, color theory, visible surface detection and hidden surface removal, lighting and shading, and object definition and storage methods. Practical application of these concepts is emphasized through laboratory exercises and code examples. Laboratory exercises use the C++ programming language and OpenGL on a PC. Prerequisite(s): Familiarity with linear algebra.

Instructor

Default placeholder image. No profile image found for Brian Russin.

Brian Russin

btrussin@gmail.com

Course Structure

The course materials are divided into modules which can be accessed by clicking Course Modules on the left menu. A module will have several sections including the overview, content, readings, discussions, and assignments. You are encouraged to preview all sections of the module before starting. Most modules run for a period of seven (7) days, exceptions are noted on the Course Outline page. You should regularly check the Calendar and Announcements for assignment due dates.

Course Topics

• Apply the basic mathematics required for 2-D and 3-D computer graphics.
• Create an interactive computer graphics program.
• Apply modeling, viewing, and projection transformations to create 2-D and 3-D computer graphics scenes.
• Implement several basic modeling techniques to define, store, and render objects in a 2-D or a 3-D scene.
• Implement several computer graphics techniques to improve scene realism including color, lighting and shading, and texture mapping,
• Utilize a scene graph to encapsulate computer graphics scene representation, control rendering flow, and allow simple animation of objects.
• Utilize OpenGL 3 Core Profile and GLSL shaders to create interesting 3-D scenes.
• Summarize the key components of computer graphics architecture and explain the core algorithms that comprise the “graphics pipeline”.
• Discuss the wide range of applications of computer graphics.

Course Goals

This course develops the framework necessary to implement computer graphics applications; including the mathematics required, modeling techniques, and scene rendering methods using a scene graph. Interactive 3-D computer graphics applications are developed using OpenGL and GLSL shader language.
Techniques to provide realism to 3-D scenes are developed, including projections and transformations, lighting, and texture mapping.

Textbooks

Angel, E. & Shreiner, D. (2012). Interactive computer graphics: A top-down approach with shader based OpenGL (6th ed.). Boston, MA: Addison-Wesley.
ISBN-13: 978-0132545235
ISBN-10: 0132545233

Required Software

Programming assignments are integral to success in this course.  All assignments must be completed on a common platform.  I support MacOS, Ubuntu Linux, and MS Windows.  A C++ build system is required; I recommend a standard, free IDE (XCode for MacOS, Visual Studio Community Edition for MS Windows, CMake, etc.) and I will do my best to support the development environment of your choice.

Additionally, you will need an OpenGL library, which is standard on most platforms.  We will work together during the first week of the course to make sure every participant configures an adequate development environment.

Student Coursework Requirements

It is expected that each module will take approximately 7–12 hours per week to complete. Here is an approximate breakdown: reading the assigned sections of the texts (approximately 1-3 hours per week) as well as some outside reading on web sites, listening to the audio annotated slide presentations (approximately 1-2 hours per week), and completing the programming assignments (approximately 3–7 hours per week).
This course will consist of four basic student requirements:

  1. Programming Exercises (50% of Final Grade Calculation)
    • Programming assignments are assigned during the first 10 modules. Each programming exercise is worth 5 points or 5% of the final grade computation. These assignments emphasize the materials within the module and are used to iteratively create an interactive, 3-D computer graphics framework using OpenGL, GLSL, along with a scene graph and geometry methods that will be needed. Requirements for each programming exercise are detailed and a reference application is supplied to demonstrate the final scene and behavior that is being implemented. Each submission must include working code (a compiled executable) as well as the entire set of source code (including all include files). Source code should be commented to the function or method level and a Readme file should be included if the exercise is not complete or behaves differently than the reference code.
    • All assignments are due according to the dates in the Calendar. Each programming exercise builds upon the prior exercise and reference code is provided at the start of each module. Late submissions will not be excepted.
    • Partial credit may be given for parts of the assignment that were attempted but not completed. In such cases the code must be commented and may have sections “commented out” that show the attempt. Please note such attempts in a Readme file attached with the assignment. Parts of an exercise that show no attempt result in a 0 for that part of the assignment.
    • Each programming exercise has grading criteria included (different point values for each part of the exercise). The general grading guidelines for detailed part of a programming exercise is broken into 3 parts:
      • Accuracy of the result - 65%. For each feature, the principle grade is on the accuracy of the image and interactive behavior, i.e., does the program create the desired graphics feature properly and result in the correct image.
      • Approach and efficiency - 25%. Computer graphics is often about efficiency so there can be deductions for inefficient or poorly written code. While the code produces the correct image, it may not be efficient or could be improved in some manner.
      • Comments and code organization – 10%. Sloppy code with lots of code that is commented out or not used makes it harder to grade and does not look professional. This can result in deductions.
  2. Final Project (20% of Final Grade Calculation)
    • A final project will be assigned during Module 10, to be completed during the last module. The final project will be completed by teams of 2 students working together to design a computer graphics scene and implement it using the features and techniques developed during the course. In addition, several new features are required, with some flexibility on which features to develop based on needs for the scene. Grading criteria for the project is generally the same as for the programming assignments with several differences (each point is worth that percentage of the entire grade):
      • Design/Plan - 1 point. An initial design or plan is to be submitted during Module 12. This is mostly an exercise to ensure the project planned is not too ambitious or too simple, so the grade is based entirely on submitting the plan in time and working with the instructor to revise it, if needed.
      • Status check - 1 point. A status check is to be submitted during Module 13. This is a simple image along with a written description of remaining work. This is graded entirely on submitting by the required date.
      • Scene Originality - 3 points. The programming exercises are all “fixed” scenes and behaviors that students must match. The final project allows a scene definition or theme of the student’s choosing. This grade is subjective – basically the grade is to encourage students to think about how to use the tools and features developed to create an interesting scene, not just a trivial extension of the scenes developed within the programming exercise.
      • Team Presentation – 2 points. A short video presentation is required. This allows students to share their final project and describe the scene as well as the technical approach. This is more about sharing your work than a critique of presentation skills.
      • Review of Other Team’s Presentations – 1 point. Commenting and reviewing other team’s presentations is required by the end of Module 14.
  3. Exam (15% of Final Grade)
    • A single exam will be available in Module 12. You will have one week to complete the exam. It will be due by 5PM exactly one week from its release. You may use the course text as well as any of the programming exercise’s source code to complete the exams. The exam will be a mix of application of material to solve problem(s), technical rationale for choosing design approaches, and demonstrating understanding of the impacts of various techniques and features on the scene and final image.
    • Exam questions may have multiple parts with different point values. Questions (or parts of questions) that have no answer will receive no credit. Partial answers or incomplete answers may receive partial credit.
    • Qualitative questions are evaluated based on these criteria:
      • Technical accuracy. Inaccurate or faulty arguments will cause deductions. (40%).
      • Completeness. Following through with a complete answer (not skipping key points or arguments). (40%)
      • Written quality and inclusion of required diagrams or drawings. (20%).
    • Quantitative questions and problems are graded based on these criteria:
      • Correctness. The correct answer is presented. (75%)
      • Approach. The approach may lead to a correct answer but may be inefficient or overlay complex: a better approach exists. (25%)
    • Note that where a problem has multiple parts, an incorrect answer in one part that is correctly applied in further parts will not receive additional deductions.
      • 100–90 = A—All parts of question are addressed; Writing Quality/ Rationale/ Examples/ Outside References [rich in content; full of thought, insight, and analysis].
      • 89–80 = B—All parts of the question are addressed; Writing Quality/ Rationale/ Examples/ Outside References [substantial information; thought, insight, and analysis has taken place].
      • 79–70 = C—Majority of parts of the question are addressed; Writing Quality/ Rationale/ Examples/ Outside References [generally competent; information is thin and commonplace].
      • <70 = F—Some parts of the question are addressed; Writing Quality/ Rationale/ Examples/ Outside References [rudimentary and superficial; no analysis or insight displayed].
  4. Participation and Team Application Survey (15% of Final Grade Calculation)
    • Students will pair and survey or study a computer graphics application or topic of their choice. These application survey presentations will be due during Module 13. This is worth 7% of the final grade. Requirements for the application survey and grading criteria are detailed in Module 5. This is not meant to be a lengthy research paper. Rather, it is intended to show the breadth and diversity of applications of computer graphics and to do a quick introduction to a couple of different computer graphics techniques. The main criteria for grading is that the requirements for screenshots and images are met with some discussion that relates the images to the computer graphics topic that is selected. Using computer graphics terms that are not defined within the presentation will also cause deductions of up to 1 point. References are required, absence of references will cause deductions up to 1 points. Also, discussion that sound more like an advertisement or use technical jargon will cause deductions up to 1 point.
    • Students are required to review and comment on other team’s presentations. Review of other teams’ application surveys is worth 3 points and will be graded on critical thinking. See below for a discussion of the criteria for critical thinking.
    • During 3 Modules there will be a Muddiest Point discussion where students will post a topic that they do not fully understand. Other students will comment and discuss these “muddiest points”. Participation within these is worth 5% of the total grade.
    • The purpose of the Muddiest Point discussions is two-fold: to enrich the learning experience by encouraging participation with your classmates and to identify areas of confusion and/or misunderstanding within the content. To get the most out of the Muddiest Point discussions, you should plan to post your initial question by Day 3 of the module, and two responses to classmates by Day 6.
    • I will monitor module discussions and will respond to some of the discussions as discussions are posted. In some instances, I will summarize the overall discussions and post the summary for the module.
    • Evaluation of preparation and participation is based on contribution to discussions.
    • Preparation and participation is evaluated by the following grading elements:
      • Timeliness (50%)
      • Critical Thinking (50%)
    • Preparation and participation is graded as follows:
      • 100–90 = A—Timeliness [regularly participates; all required postings; early in discussion; throughout the discussion]; Critical Thinking [rich in content; full of thoughts, insight, and analysis].
      • 89–80 = B—Timeliness [frequently participates; all required postings; some not in time for others to read and respond]; Critical Thinking [substantial information; thought, insight, and analysis has taken place].
      • 79–70 = C—Timeliness [infrequently participates; all required postings; most at the last minute without allowing for response time]; Critical Thinking [generally competent; information is thin and commonplace].
      • <70 = F—Timeliness [rarely participates; some, or all required postings missing]; Critical Thinking [rudimentary and superficial; no analysis or insight is displayed].

Grading Policy

Assignments are due according to the dates posted in your Blackboard course site. You may check these due dates in the Course Calendar or the Assignments in the corresponding modules. I will post grades within one week after assignment due dates. Reference code will be provided at the start of the next module since each programming assignment builds upon the prior assignment.

I generally do not directly grade spelling and grammar. However, egregious violations of the rules of the English language will be noted without comment. Consistently poor performance in either spelling or grammar is taken as an indication of poor written communication ability that may detract from your grade

A grade of A indicates achievement of consistent excellence and distinction throughout the course—that is, conspicuous excellence in all aspects of assignments and discussion in every week.

A grade of B indicates work that meets all course requirements on a level appropriate for graduate academic work.
Point grades are assigned to each programming assignment, the exam, and other assignments. The point totals add up to 100 with the following, final letter grades determined as follows:


Score RangeLetter Grade
100-97A+
96-93A
92-90A−
89-87B+
86-83B
82-80B−
79-77C+
76-73C
72-70C−
69-67D+
66-63D
<63F

Final grades will be determined by the following weighting:
Item% of Grade
Programming exercises50%
Final Project20%
Exam15%
Application Survey and Participation15%

Academic Policies

Deadlines for Adding, Dropping and Withdrawing from Courses

Students may add a course up to one week after the start of the term for that particular course. Students may drop courses according to the drop deadlines outlined in the EP academic calendar (https://ep.jhu.edu/student-services/academic-calendar/). Between the 6th week of the class and prior to the final withdrawal deadline, a student may withdraw from a course with a W on their academic record. A record of the course will remain on the academic record with a W appearing in the grade column to indicate that the student registered and withdrew from the course.

Academic Misconduct Policy

All students are required to read, know, and comply with the Johns Hopkins University Krieger School of Arts and Sciences (KSAS) / Whiting School of Engineering (WSE) Procedures for Handling Allegations of Misconduct by Full-Time and Part-Time Graduate Students.

This policy prohibits academic misconduct, including but not limited to the following: cheating or facilitating cheating; plagiarism; reuse of assignments; unauthorized collaboration; alteration of graded assignments; and unfair competition. Course materials (old assignments, texts, or examinations, etc.) should not be shared unless authorized by the course instructor. Any questions related to this policy should be directed to EP’s academic integrity officer at ep-academic-integrity@jhu.edu.

Students with Disabilities - Accommodations and Accessibility

Johns Hopkins University values diversity and inclusion. We are committed to providing welcoming, equitable, and accessible educational experiences for all students. Students with disabilities (including those with psychological conditions, medical conditions and temporary disabilities) can request accommodations for this course by providing an Accommodation Letter issued by Student Disability Services (SDS). Please request accommodations for this course as early as possible to provide time for effective communication and arrangements.

For further information or to start the process of requesting accommodations, please contact Student Disability Services at Engineering for Professionals, ep-disability-svcs@jhu.edu.

Student Conduct Code

The fundamental purpose of the JHU regulation of student conduct is to promote and to protect the health, safety, welfare, property, and rights of all members of the University community as well as to promote the orderly operation of the University and to safeguard its property and facilities. As members of the University community, students accept certain responsibilities which support the educational mission and create an environment in which all students are afforded the same opportunity to succeed academically. 

For a full description of the code please visit the following website: https://studentaffairs.jhu.edu/policies-guidelines/student-code/

Classroom Climate

JHU is committed to creating a classroom environment that values the diversity of experiences and perspectives that all students bring. Everyone has the right to be treated with dignity and respect. Fostering an inclusive climate is important. Research and experience show that students who interact with peers who are different from themselves learn new things and experience tangible educational outcomes. At no time in this learning process should someone be singled out or treated unequally on the basis of any seen or unseen part of their identity. 
 
If you have concerns in this course about harassment, discrimination, or any unequal treatment, or if you seek accommodations or resources, please reach out to the course instructor directly. Reporting will never impact your course grade. You may also share concerns with your program chair, the Assistant Dean for Diversity and Inclusion, or the Office of Institutional Equity. In handling reports, people will protect your privacy as much as possible, but faculty and staff are required to officially report information for some cases (e.g. sexual harassment).

Course Auditing

When a student enrolls in an EP course with “audit” status, the student must reach an understanding with the instructor as to what is required to earn the “audit.” If the student does not meet those expectations, the instructor must notify the EP Registration Team [EP-Registration@exchange.johnshopkins.edu] in order for the student to be retroactively dropped or withdrawn from the course (depending on when the "audit" was requested and in accordance with EP registration deadlines). All lecture content will remain accessible to auditing students, but access to all other course material is left to the discretion of the instructor.