Graphics and Visual Computing (GV)

   GV1. Fundamental techniques in graphics [core]
   GV2. Graphic systems [core]
   GV3. Graphic communication [elective]
   GV4. Geometric modeling [elective]
   GV5. Basic rendering [elective]
   GV6. Advanced rendering [elective]
   GV7. Advanced techniques [elective]
   GV8. Computer animation [elective]
   GV9. Visualization [elective]
   GV10. Virtual reality [elective]
   GV11. Computer vision [elective]

The area encompassed by Graphics and Visual Computing (GV) is divided into four interrelated fields:

GV1. Fundamental techniques in graphics [core]

Minimum core coverage time: 2 hours

Topics:

Learning objectives:

  1. Distinguish the capabilities of different levels of graphics software and describe the appropriateness of each.
  2. Create images using a standard graphics API.
  3. Use the facilities provided by a standard API to express basic transformations such as scaling, rotation, and translation.
  4. Implement simple procedures that perform transformation and clipping operations on a simple 2-dimensional image.
  5. Discuss the 3-dimensional coordinate system and the changes required to extend 2D transformation operations to handle transformations in 3D
GV2. Graphic systems [core]

Minimum core coverage time: 1 hour

Topics:

Learning objectives:

  1. Describe the appropriateness of graphics architectures for given applications.
  2. Explain the function of various input devices.
  3. Compare and contrast the techniques of raster graphics and vector graphics.
  4. Use current hardware and software for creating and displaying graphics.
  5. Discuss the expanded capabilities of emerging hardware and software for creating and displaying graphics.
GV3. Graphic communication [elective]

Topics:

Learning objectives:

  1. Explain the value of using colors and pseudo-colors.
  2. Demonstrate the ability to create effective video and hardcopy images.
  3. Identify effective and ineffective examples of communication using graphics.
  4. Create effective examples of graphic communication, making appropriate use of color, legends, text, and/or video.
  5. Create two effective examples that communicate the same content: one designed for hardcopy presentation and the other designed for online presentation.
  6. Discuss the differences in design criteria for hardcopy and online presentations.
GV4. Geometric modeling [elective]

Topics:

Learning objectives:

  1. Create simple polyhedral models by surface tessellation.
  2. Construct CSG models from simple primitives, such as cubes and quadric surfaces.
  3. Generate a mesh representation from an implicit surface.
  4. Generate a fractal model or terrain using a procedural method.
  5. Generate a mesh from data points acquired with a laser scanner.
GV5. Basic rendering [elective]

Topics:

Learning objectives:

  1. Explain the operation of the Bresenham algorithm for rendering a line on a pixel-based display.
  2. Explain the concept and applications of each of these techniques.
  3. Demonstrate each of these techniques by creating an image using a standard API.
  4. Describe how a graphic image has been created.
GV6. Advanced rendering [elective]

Topics:

Learning objectives:

  1. Describe several transport equations in detail, noting all comprehensive effects.
  2. Describe efficient algorithms to compute radiosity and explain the tradeoffs of accuracy and algorithmic performance.
  3. Describe the impact of meshing schemes.
  4. Explain image-based rendering techniques, light fields, and associated topics.
GV7. Advanced techniques [elective]

Topics:

Learning objectives:

  1. Describe the techniques identified in this section.
  2. Explain how to recognize the graphics techniques used to create a particular image.
  3. Implement any of the specified graphics techniques using a primitive graphics system at the individual pixel level.
  4. Use common animation software to construct simple organic forms using metaball and skeleton.
GV8. Computer animation [elective]

Topics:

Learning objectives:

  1. Explain the spline interpolation method for producing in-between positions and orientations.
  2. Compare and contrast several technologies for motion capture.
  3. Use the particle function in common animation software to generate a simple animation, such as fireworks.
  4. Use free-form deformation techniques to create various deformations.
GV9. Visualization [elective]

Topics:

Learning objectives:

  1. Describe the basic algorithms behind scalar and vector visualization.
  2. Describe the tradeoffs of the algorithms in terms of accuracy and performance.
  3. Employ suitable theory from signal processing and numerical analysis to explain the effects of visualization operations.
  4. Describe the impact of presentation and user interaction on exploration.
GV10. Virtual reality [elective]

Topics:

Learning objectives:

  1. Describe the optical model realized by a computer graphics system to synthesize stereoscopic view.
  2. Describe the principles of different viewer tracking technologies.
  3. Explain the principles of efficient collision detection algorithms for convex polyhedra.
  4. Describe the differences between geometry- and image-based virtual reality.
  5. Describe the issues of user action synchronization and data consistency in a networked environment.
  6. Determine the basic requirements on interface, hardware, and software configurations of a VR system for a specified application.
GV11. Computer vision [elective]

Topics:

Learning objectives:

  1. Explain the image formation process.
  2. Explain the advantages of two and more cameras, stereo vision.
  3. Explain various segmentation approaches, along with their characteristics, differences, strengths, and weaknesses.
  4. Describe object recognition based on contour- and region-based shape representations.
  5. Explain differential motion analysis methods.
  6. Describe the differences in object tracking methods.

CC2001 Report
December 15, 2001