MATHEMATICS | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
SEN3301 | Computer Graphics and Animation | Fall Spring |
2 | 2 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor DUYGU ÇAKIR YENİDOĞAN |
Course Lecturer(s): |
Instructor DUYGU ÇAKIR YENİDOĞAN RA SEVGİ CANPOLAT Dr. Öğr. Üyesi ÖVGÜ ÖZTÜRK ERGÜN |
Recommended Optional Program Components: | None |
Course Objectives: | This course provides an introduction to an introduction to computer graphics and mathematical aspects. Students will identify fundamentals graphics and animation algorithms, be able to develop substantial graphics/animation applications. |
The students who have succeeded in this course; 1. Identify the mathematical basics of 2D/3D computer graphics. 2. Describe the differences between graphics algorithms and visual programming codes. 3. Analyse the computer graphics algorithms. 4. Assess the main geometric transformation concepts such as translation, rotation, and scaling. 5. Develop substantial graphic and animation application with Java technologies. 6. Construct graphical programs using associated libraries. |
The course content is composed of computer graphics basics, graphics programming concepts, graphics output primitives, basics of computer graphics mathematics, geometric transformation and 2d viewing,3d transformation and 3d projections, lighting and shading, 3d modeling and visibility, texture mapping and an introduction to animations and animation. |
Week | Subject | Related Preparation |
1) | Introduction to Computer Graphics | |
2) | Graphics Programming Concepts | |
3) | Graphics Output Primitives | |
4) | Basics of Computer Graphics Mathematics | |
5) | Geometric Transformation | |
6) | Geometric Transformation and 2D Viewing | |
7) | 2D Viewing / Midterm I | |
8) | 3D Transformation and 3D Projections. | |
9) | Lighting and Shading | |
10) | 3D Modeling and Visibility | |
11) | Visibility / Midterm II | |
12) | Texture Mapping and An Introduction to Animations | |
13) | Animation | |
14) | Case Studies |
Course Notes / Textbooks: | Casey Reas, Ben Fry, Processing: A Programming Handbook for Visual Designers and Artists, MIT Express, ISBN: 978 – 0321321374. Daniel Shiffman, Learning Processing – A Beginners Guide to Programming Images, Animation, and Interaction, Morgan Kaufman, ISBN: 978 – 012373602 – 4. |
References: | Yok |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 2 | % 20 |
Midterms | 2 | % 40 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Laboratory | 14 | 2 | 28 |
Study Hours Out of Class | 7 | 2 | 14 |
Homework Assignments | 2 | 5 | 10 |
Midterms | 2 | 12 | 24 |
Final | 1 | 14 | 14 |
Total Workload | 118 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have a grasp of basic mathematics, applied mathematics and theories and applications in Mathematics | |
2) | To be able to understand and assess mathematical proofs and construct appropriate proofs of their own and also define and analyze problems and to find solutions based on scientific methods, | |
3) | To be able to apply mathematics in real life with interdisciplinary approach and to discover their potentials, | |
4) | To be able to acquire necessary information and to make modeling in any field that mathematics is used and to improve herself/himself, | |
5) | To be able to tell theoretical and technical information easily to both experts in detail and non-experts in basic and comprehensible way, | |
6) | To be familiar with computer programs used in the fields of mathematics and to be able to use at least one of them effectively at the European Computer Driving Licence Advanced Level, | |
7) | To be able to behave in accordance with social, scientific and ethical values in each step of the projects involved and to be able to introduce and apply projects in terms of civic engagement, | |
8) | To be able to evaluate all processes effectively and to have enough awareness about quality management by being conscious and having intellectual background in the universal sense, | |
9) | By having a way of abstract thinking, to be able to connect concrete events and to transfer solutions, to be able to design experiments, collect data, and analyze results by scientific methods and to interfere, | |
10) | To be able to continue lifelong learning by renewing the knowledge, the abilities and the competencies which have been developed during the program, and being conscious about lifelong learning, | |
11) | To be able to adapt and transfer the knowledge gained in the areas of mathematics ; such as algebra, analysis, number theory, mathematical logic, geometry and topology to the level of secondary school, | |
12) | To be able to conduct a research either as an individual or as a team member, and to be effective in each related step of the project, to take role in the decision process, to plan and manage the project by using time effectively. |