TEACHING PLAN FAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI UNIVERSITI TEKNIKAL MALAYSIA MELAKA
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1 TEACHING PLAN FAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI UNIVERSITI TEKNIKAL MALAYSIA MELAKA INTERACTIVE COMPUTER GRAPHI BITM STER SI 0/06 BITM INTERACTIVE COMPUTER GRAPHI (,, ) TYPE OF SUBJECT : K.0 LEARNING OUTCOME Upon completion of this course, the student should be able to:. Apply the knowledge and concept of computer graphic application into D and D objects and image development. (C, ). Solve a computer graphic problem with a selected technique and method using OpenGL graphic application. (C,P,, ). Select a suitable technique from relevant information to solve a computer graphic application. (A, C, P,,,, ).0 SYNOPSIS This course is to expose the students to the basic concept and digital graphic technology. This includes understanding and designing aspects by using a computer graphics application. The students will be exposed to the skill of using a computer graphics application such as OpenGL. It also emphasizes on the latest graphics design context which will focus on the graphic thinking and creative design process..0 PRE_REQUISITE BITP.0 PRACTICAL APPLICATION Labs and practical sessions are conducted in a way that leads students to use OpenGL as an API and Visual C++ as a tool to develop a computer graphic application..0 REFERENC /0
2 [] Edward Angel & Dave Shreiner (0), Interactive Computer Graphics: A Top-down Approach With Shader-based OpenGL (6 th edition), Pearson. [] Richard S. Wright, Jr. et. al, (00), OpenGL Superbible ( th edition), Addison Wesley. [] Edward Angel, (009), Interactive Computer Graphics: A Top Down Approach Using OpenGL. ( th edition), Addison Wesley. [] F.S.Hill. (007), Computer Graphics Using OpenGL. (rd edition), Prentice Hall. [] Donald Hearn & M. Pauline Baker,(00), Computer Graphics with OpenGL ( rd editing). Prentice Hall. [6] Mason Woo, et. Al, (999). OpenGL Programming Guide.( rd edition), Addison-Wesley. [7] Alan Watt. (000). D Computer Graphics ( rd edition), Addison-Wesley. [8] Mark J. Kilgard. (996). The OpenGL Utility Toolkit(GLUT) :Programming Interface, Silicon Graphics, Inc. [9] website : COURSE IMPLENTATION i) Lectures hours per week for weeks (Total = 8hrs) ii) Laboratory Activities hours per week for weeks (Total = 8hrs) iii) Assessments /0
3 7.0 COURSE EVALUATIONS Assessment Method LO LO LO Scheme, Rubric/ guideline Quiz () = (%) Q (.%) Q (.%) Assignment () = 0% AS (0%), Lab Test () = 0% LT (0%) LT (0%) Project () = 0% P (%) P (0%) Mid Term () = 0% MT (%) MT (%) Final () = 0% F (8%) F (%) Total.%. 0% 8.0 STUDENT LEARNING TIME (SLT) No. Session Hrs Freq Official Contact SLT Hrs Freq Student Learning Time(SL T) Lecture 8 Laboratory 8 Tutorial Quiz Theoretical Test.. 6 Lab Test 0 7 Discussion Mini Project Group Mini Project Individual Assignment Group Assignment Individual Presentation Group Presentation Individual Final TOTAL GRAND TOTAL.9 CREDIT CALCULATION. /0
4 9.0 WEEKLY SCHEDULE WEEK SSION CONTEN REFERENCE LECTURE LAB MODULE : Introduction to Computer Graphics(CG) What is the CG? Applications of CG. A Graphics System Images: Physical and Synthetic Graphics Architectures Computer Imaging : Computer Vision & Image Processing Lab : Setting Up OPENGL in Lab Computer or Laptop [,,] LECTURE LAB MODULE : Graphics Programming. The Sierpinski Gasket. The OpenGL API. Primitives and Attributes. Colour. Viewing : Understanding of perspectives LAB : Introduction to OpenGL (API) Try to write a very simple OpenGL programs Learn how to specify colour in terms of RGB components Quiz [,,,] LECTURE MODULE : Graphics Programming (cont.) Control Functions. The Gasket Program. Polygons and Recursion. The Three-Dimensional Gasket. [,,,] LAB LAB : Drawing in space: lines, points and polygons To write a basic program of the Gasket Program LECTURE MODULE : Input and Interaction [,,,] /0
5 WEEK SSION CONTEN REFERENCE Interaction. Input Devices. Clients and Servers. Display Lists. Programming Event-Driven Input. Menus. Picking. LAB LAB : Draw a few shapes using lines, points and polygons (D) Draw a few simple D model ASSIGNMENT GIVEN PROJECT GIVEN LECTURE MODULE : Geometric Objects and Transformations [,,,,] Scalars, Points, and Vectors. Three-Dimensional Primitives. Coordinate Systems and Frames. Modeling a Colored Cube. QUIZ PRACTICAL USING OPENGL SIMPLE PROGRAM 6 LECTURE 6 MODULE : Geometric Objects and Transformations. (cont.) [,,,,] 7 LECTURE 7 8 LAB Affined Transformations. Rotation, Translation, and Scaling. Transformations in Homogeneous Coordinates. LAB TT ONE USING OPENGL MODULE : Geometric Objects and Transformations. (cont.) Concatenation of Transformations. OpenGL Transformation Matrices. Interfaces to Three-Dimensional Applications. LAB : Apply transformations in the D using OpenGL coding. SUBMISSION OF ASSIGNMENT MID STER BREAK [,,,,] /0
6 WEEK SSION CONTEN REFERENCE 9 LECTURE 8 LAB 6 MODULE : Viewing Classical and Computer Viewing. Positioning of the Camera. Simple Projections. Projections in OpenGL. LAB 6: Apply transformations in the D using OpenGL coding. [,,,,,6,7,8] 0 LECTURE 9 MODULE : Viewing (cont.) Hidden-Surface Removal. Walking Through a Scene. Parallel-Projection Matrices. Perspective-Projection Matrices. Projections and Shadows [,,,,,6,7,8] LECTURE 0 LAB 7 LAB TT ONE USING OPENGL MODULE 6 : Lighting and Shading. Light and Matter. Light Sources. The Phong Reflection Model. Polygonal Shading. LAB 7: Drawing a cubes Creates perspectives views of D scenes To set parallel and perspective view [,,,,,6,7,8] LECTURE LAB 8 MODULE 6: Lighting and Shading (cont.) Light Sources in OpenGL. Specification of Materials in OpenGL. Shading of the Sphere Model. Global Rendering. (intro to ray tracing and radiosity - simple, intro+comparison) LAB 8: Add lights and shadows of objects to a scene. Add textures to the surfaces of objects. Add different material properties for faces of a surface. [,,,,,6,7,8] 6/0
7 WEEK SSION CONTEN REFERENCE LECTURE [,,,,,6,7,8] MODULE 7 : Hierarchical and Object- Oriented Graphics. Symbols and Instances. Hierarchical Models. A Robot Arm. Trees and Traversal. LAB 9 CREATING SIMPLE GAME/SIMULATION USING OPEN GL LECTURE LAB MODULE 8: Visualizations What is visualizations? Why visualize Visual metaphors The role of realism Handling complexity Examples of visualizations LAB : Draw a hierarchical model [,,,,,6,7,8] Project Presentation Project Submission 6-8 REVISION WEEK EXAMINATION WEEK 7/0
8 0.0 MATRIX OF LEARNING OUTCOM SUBJECT vs PROGRAM OUTCOME () PROGRAM OUTCOME () Subject BITM X X X X X X X LEARNING OUTCOME (LO) Apply the knowledge and concept of computer graphic application into D and D objects and image LO development. (C, ) LO Solve a computer graphic problem with a selected technique and method using OpenGL graphic application. (C, P,, ) LEARNING OUTCOME (LO) vs PROGRAM OUTCOME () PROGRAM OUTCOME () LO LO X X X X X X X LO X X X X LO X X X X X X LO Select a suitable technique from relevant information to solve a computer graphic application. (A, C, P,,,, ) SUBJECT vs SOFT SKIS SOFT SKIS Subject communication skill critical thinking & problem solving team work lifelong learning entrepreneursh ip skills ethics&moral professionalism leadership skills BITM X X X X X X X X X 8/0
9 LEARNING OUTCOME (LO) vs SOFT SKIS SOFT SKIS LO communication skill critical thinking & problem solving team work lifelong learning entrepreneurs hip skills ethics & moral professionalism leadership skills LO X LO X X X X X LO X X X X X X X X X SUBJECT vs TAXONOMY Taxonomy Subject Affective Cognitive Psychomotor A A A A A C C C C C C6 P P P P P P6 P7 BITM X X X X X X X X X LEARNING OUTCOME (LO) vs TAXONOMY Taxonomy LO Affective Cognitive Psychomotor A A A A A C C C C C C6 P P P P P P6 P7 LO X X X LO X X X X X X LO X X X X X X X X X 9/0
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