COMPUTER GRAPHICSce.sharif.edu/courses/96-97/2/ce447-1/resources/root/CG... · 2018-02-14 ·...

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Transcript of COMPUTER GRAPHICSce.sharif.edu/courses/96-97/2/ce447-1/resources/root/CG... · 2018-02-14 ·...

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COMPUTER GRAPHICS

Text Book:

Computer Graphics with OpenGL 4th Edition

by Hearn & Baker, Prentice Hall 2011

OpenGL, A Primier , by Edward Angel,

Addison Wesley © 2002.

1396بهمن

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Fundamental of Computer Graphics

Steve Marschner,

Peter Shirley

4th Edition,

CRC Press, 2016

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هدف گرافیک کامپیوتری

زار ها ، بطور کلی هدف گرافیک کامپیوتری استفاده از انواع نرم افسخت افزار ها ، ریاضیات و دانش گرافیک به معنای هنر ،

در ساختن صحنه هائی است که میتواندیک باز نمائی از دنیای واقعی و یا-.باز نمائی از یک دنیای خیالی باشد-

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هدف گرافیک کامپیوتری

ته به موفقیت در گرافیک کامپیوتر بطور مستقیم وابسکاربرد درست همه ابزار های موجود و

البته در نظر گرفتن مفاهیم هنریا برای دست یابی به ساخت صحنه های قابل قبول و ب

.کیفیت است

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صل اول ري . ف

وب ي ک کامپ ي ر گ راف مروري ب

طراحی بکمک کامپیوترCAD

هنر در کامپیوترسرگرمیآموزش و یادگیریمصور سازیرابط کاربر گرافیک

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صل دومکي . ف

ي م هاي گ راف ست ر سي مروري ب

دستگاههای نمایش ویدئو سیستم هایRaster Scan

سیستم هایRandom Scan

مانیتورهای گرافیکدستگاههای ورودیدستگاههای چاپگرنرم افزارهای گرافیک

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صل سومکي . ف

ي ار هاي گ راف رم اف ر ب

نمایش مختصاتتوابع گرافیکیاستاندارد های نرم افزاریمعرفی تعدادی از بسته های گرافیکی مقدمه ای برOpen-GL

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که در این درس تدریس نمیشوند8الی 4فصل های

4. Graphics Output Primitives

5. Attributes of Graphics Primitives

6. Implementation Algorithms for Graphic Primitives and

Attributes

7. Two Dimensional Geometric Transformation

8. Two Dimensional Viewing

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سایر فصل های کتاب که قرار است تدریس شوند

9. Three dimensional geometric transformations

10. Three dimensional viewing

11. Hierarchical modeling

12. Computer Animation

13. 3D object representations

14. Spline representation

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سایر فصل های کتاب که قرار است تدریس شوند

15. Other 3D object representations

16. Visible-surface detection methods

17. Illumination models and surface-rendering

methods

18. Texturing and surface-detail methods

19. Color models and color applications

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سایر فصل های کتاب که قرار است تدریس شوند

20. Interactive input methods and graphical user

interface

21. Global illumination

22. Programmable Shaders

23. Algorithmic modeling

- Fractal geometry and fractal objects

24. Visualization of data sets

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Topics on how to make games

1. Motion capture

- Whole body and face

2. Why motion capture is necessary

in making games and graphic movies

3. Methods of motion capture

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موتور های بازیآشنائی با ساختن یك بازی کامپیوتری و

طراحی اشیاطراحی متحركاعمال بافت بر روی اشیاطراحی پس زمینهسناریوی بازیهوش مصنوعیموزیک

موتور های بازی و امکانات آنها

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General concepts on how to make a game

History

Fundamentals

Math

Physics

Physics code

Graphics

Graphics code

Game Engine structure

Project Management

Testing

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تبدیل های هندسی سه بعدی. فصل نهم

3D Translation

3D Rotation

3D Scaling

Composite 3D transformation

Other 3D transformation

Transformation between 3D Coordinate systems

Affine transformations

OpenGL geometric transformation functions

OpenGL 3D geometric transformation programming

examples

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صل دهماء. ف ي عدي اس سه ب

ش ماي ن

Overview of 3D viewing concepts

3D Viewing pipeline

3D Viewing coordinate parameters

Transformation from World to viewing coordinates

Projection Transformations

Orthogonal Projection

Oblique parallel projection

Perspective Projection

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صل دهماء . ف ي عدي اس سه ب

ش ماي (ادامه)ن

The Viewport transformation and 3D screen

coordinates

OpenGL 3D Viewing functions

3D Clipping algorithms

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مدل های سلسله مراتبی. یازدهم فصل

Basic Modeling concept

Modeling packages

General Hierarchical modeling methods

Hierarchical modeling using OpenGL Display

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پویا نمائی کامپیوتری. دوازدهم فصل

Raster methods for computer animation

Design of animation sequences

Traditional animation sequences

General computer animation functions

Computer animation languages

Key-frame systems

Motion specification

Character animation

Periodic motions

OpenGL animation procedures

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نمایش سه بعدی شئی. سیزدهم فصل

Polyhedra

OpenGL polyhedra function

Curved surfaces

Quadratic surfaces

Superquadrics

OpenGL quadric-surface and cubic-surface

functions

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نمایش های اسپالین . چهاردهم فصل

Introduction and approximation splines

Parametric continuity conditions

Geometric continuity conditions

Spline specifications

Spline surfaces

Trimming spline surfaces

Cubic spline interpolation methods

Bezier spline curves

Bezier surfaces

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( ادامه)نمایش های اسپالین . چهاردهم فصل

B-Splines

B-Spline surfaces

Beta-Splies

Rational Splines

Conversion between spline representation

Displaying spline curves and surfaces

OpenGL approximation-splines functions

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نمایش های سه بعدی شئی. پانزدهم فصل

Bloby objects

Sweep representation

Constructive solid geometry methods

Octrees

BSP Trees

Physically based modeling

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روشهای تشخیص سطوح قابل رویت. شانزدهم فصل

Classification of visible surface detection algorithms

Back-face detection

Depth-buffer method

A-buffer method

Scan-line method

Depth sorting method

BSP-Tree method

Area-subdivision method

Octree methods

Ray-Casting methods

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روشهای تشخیص سطوح قابل رویت . شانزدهم فصل (ادامه)

Comparison of visibility detection methods

Curved surfaces

Wire-frame visibility methods

OpenGL visibility detection functions

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ي درس اب ي حوه ارر

ن

نمره 2آزمون میان ترم اول نمره 2آزمون میان ترم دوم

نمره 4آزمون پایان ترم

تمرین های برناه نویسی با استفاده ازOpen GL نمره12و سایر نرم افزار های گرافیک

2ساخت یک بازی ساده –پروژه تشویقی+

دستیار آموزشی آقای سروش عباسی