Interactive Computer Graphics

Start Date: 07/05/2020

Course Type: Common Course

Course Link:

About Course

Computer graphics can be a powerful tool for supporting visual problem solving, and interactivity plays a central role in harnessing the users' creativity. This course will introduce various interactive tools developed in computer graphics research field with their design rationales and algorithms. Examples include enhancements to graphical user interfaces, authoring tools for 2D drawings and 3D animations, and interactive computer-aided design systems. Rich live demonstrations and course assignments will give you insights and skills to design and implement such tools for your own problems.

Course Syllabus

Graphical user interfaces turn computer control problem into visual problem solving. The lectures of this module introduce five attempts to enhance current GUI operations such as scrolling interfaces, management of desktop icons, pointing on a large display, digital inking, and vocal interaction.

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Course Introduction

Interactive Computer Graphics This course is the third course in the specialization about using computer graphics in interactive applications. We will learn the basics of computer graphics by looking at several introductory topics, and then we will move on to more advanced topics, including how graphics applications are implemented, and the graphics hardware that we use. We will learn the basics of computer graphics by looking at how graphics applications are implemented, and the graphics hardware that we use. Interaction in computer games is one of the most ubiquitous and gratifying aspects of computing. If you love playing computer games, this course will help you to understand how graphics are implemented in the software realm. You will learn the important techniques for working with the hardware that we use, and then you will put these insights to use in game development. After completing this course, you will be able to: - Design and implement interactive computer graphics - Understand the fundamental concepts of computer graphics - Use the various graphics hardware types to create realistic computer-graphics-based games - Manipulate graphics by position, rotation, scale, and position and velocity - Apply key techniques for working with the hardware - Create graphics that are fully interactive - Outline a full-game plan for an interactive game - Apply common gameplay elements - Design and implement full-screen graphics - Manipulate graphics with animation - Interpret and apply common physics-based-gameplay rulesIntroduction to Interactive Computer Graphics Interactive Graphics Graphics Implementation <|endof

Course Tag

3d computer graphics Algorithms Robotics Computer Graphics (CG)

Related Wiki Topic

Article Example
Ronald Baecker · Computer animation and interactive computer graphics.
William Newman (computer scientist) In 1973, Newman and Bob Sproull published "Principles of Interactive Computer Graphics"; a second edition was published in 1979. This was the first comprehensive textbook on computer graphics and was regarded as the graphics "bible" until it was succeeded by Foley and van Dam's "Fundamentals of Computer Graphics".
Thomas R. Kane 107. "Interactive Computer Graphics - A New Coaching Aid," Proc. of the Sixth Int. Congress of Biomechanics, Copenhagen, pp. 439–443, 1977. (With J. Walton)
Ronald Baecker L2. Baecker, R.M., Interactive Computer Graphics: Ready for the Big Move in the 1980s, Canadian Datasystems, Vol. 12, No. 9, Sept. 1980, 41-47.
Ronald Baecker D9. Reeves, W., Buxton, W., Pike, R., and Baecker, R.M., Ludwig: An Example of Interactive Computer Graphics in a Score Editor, ibid.
Ronald Baecker D2. Baecker, R.M., Picture-Driven Animation, Proceedings 1969 Spring Joint Computer Conference, May 1969, 273-288 (Reprinted in H. Freeman (Editor), Tutorial and Selected Readings in Interactive Computer Graphics, IEEE Computer Society, 1980, 332-347).
William Newman (computer scientist) William Maxwell Newman (born 21 May 1939) is a British computer scientist. With others at the Xerox Palo Alto Research Center in the 1970s Newman demonstrated the advantages of the raster (bitmap graphics) display technology first deployed in the Xerox Alto personal workstation, developing interactive programs for producing illustrations and drawings. With Bob Sproull he co-authored the first major textbook on interactive computer graphics.
Bob Sproull In 1973, Sproull and William M. Newman wrote "Principles of Interactive Computer Graphics"; a second edition was published in 1979. This was the first comprehensive textbook on computer graphics, and was regarded as the graphics "bible", until it was succeeded by Foley and van Dam's "Fundamentals of Computer Graphics".
Graphical Data Display Manager GDDM also provided support for the (then current) international standards for interactive computer graphics: GKS and PHIGS. Both GKS and PHIGS were designed around the requirements of CAD systems.
XVRML xVRML (eXtensible Virtual Reality Modeling Language, usually pronounced "ex-vermal") is a standard file format for representing 3-dimensional (3D) interactive computer graphics, designed particularly with the World Wide Web in mind.
Jorhat Engineering College Established in 1987, the college offers BE degree in Computer Science & Engineering. The department offers the following AICTE approved subjects: Computer Architecturre and Organisation, Micro processors, Communication Engineering, Data Base Management System, Artificial Intelligence, Operating Systems, Computer Networks, Interactive Computer Graphics, Image Processing, Algorithms, Distributed Computing etc. The department has a computer center which provides computing facilities to the students of the college.
History of computer animation Ivan Sutherland is considered by many to be the creator of Interactive Computer Graphics, and an internet pioneer. He worked at the Lincoln Laboratory at MIT (Massachusetts Institute of Technology) in 1962, where he developed a program called "Sketchpad I", which allowed the user to interact directly with the image on the screen. This was the first Graphical User Interface, and is considered one of the most influential computer programs ever written by an individual.
OpenCTM The triangle mesh data structure that OpenCTM uses is directly compatible with high performance graphics rendering pipelines, such as OpenGL, which makes is suitable for interactive computer graphics applications. Other application types, such as CAD/CAM tools, usually need to convert the mesh data into a custom mesh format for more efficient data handling.
Real-time computer graphics Real-time computer graphics is the subfield of computer graphics focused on producing and analyzing images in real time. The term is most often used in reference to interactive 3D computer graphics, typically using a GPU, with video games the most noticeable users (see video game graphics). The term can also refer to anything from rendering an application's GUI to real-time image processing and image analysis.
Steven Anson Coons Steven Anson Coons (March 7, 1912 – August 1979) was an early pioneer in the field of computer graphical methods. He was a professor at the Massachusetts Institute of Technology in the Mechanical Engineering Department. Steven Coons had a vision of interactive computer graphics as a design tool to aid the engineer.
William Newman (computer scientist) Newman completed a PhD in Computer Graphics at Imperial College London in 1968 under the supervision of Professor Bill Elliott. For his PhD project he produced the Reaction Handler, a system for organising the elements of a graphical user interface that is often referred to as the first user interface management system (UIMS). He then joined Ivan Sutherland's research team developing software for interactive computer graphics systems, first at Harvard and then the University of Utah. He then held teaching and research positions at Queen Mary College London, University of California at Irvine and the University of Utah.
Computer graphics Despite these differences, 3D computer graphics rely on similar algorithms as 2D computer graphics do in the frame and raster graphics (like in 2D) in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques.
Computer graphics Further advances in computing led to greater advancements in interactive computer graphics. In 1959, the TX-2 computer was developed at MIT's Lincoln Laboratory. The TX-2 integrated a number of new man-machine interfaces. A light pen could be used to draw sketches on the computer using Ivan Sutherland's revolutionary Sketchpad software. Using a light pen, Sketchpad allowed one to draw simple shapes on the computer screen, save them and even recall them later. The light pen itself had a small photoelectric cell in its tip. This cell emitted an electronic pulse whenever it was placed in front of a computer screen and the screen's electron gun fired directly at it. By simply timing the electronic pulse with the current location of the electron gun, it was easy to pinpoint exactly where the pen was on the screen at any given moment. Once that was determined, the computer could then draw a cursor at that location. Sutherland seemed to find the perfect solution for many of the graphics problems he faced. Even today, many standards of computer graphics interfaces got their start with this early Sketchpad program. One example of this is in drawing constraints. If one wants to draw a square for example, they do not have to worry about drawing four lines perfectly to form the edges of the box. One can simply specify that they want to draw a box, and then specify the location and size of the box. The software will then construct a perfect box, with the right dimensions and at the right location. Another example is that Sutherland's software modeled objects - not just a picture of objects. In other words, with a model of a car, one could change the size of the tires without affecting the rest of the car. It could stretch the body of car without deforming the tires.
Janice Lourie Textile Graphics, known as GRITS (graphic interactive textile system) internally, was a precursor of today's tools that allow a personal computer user to "paint" closed areas of a design with color or patterns. The 1969 paper, "Computation of connected regions in interactive graphics", addresses the problem of automatically identifying and labeling the connected regions formed by sets of closed curves – a general problem encountered in interactive computer graphics. The first patent subsumes this capability. The subsequent patent related to connected regions, enlarged the scope of the procedure to arbitrarily large designs.
Computer graphics Computer graphics may be used in the following areas: