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Daniel Antonio Doval Delgado

A01211832
Computer Science Research II
Gilberto Huesca

Computer Graphics Research


Introduction
Nowadays, computer graphics are present everywhere. We can find them in our
televisions, computers, smartphones, videogames, etc., in other words in any
gadget that includes a screen. Because of its big area of impact and popularity,
sometimes graphics algorithms, techniques and technologies are given for granted.
This is why graphics experts are beginning to be scarce in a time in which they are
being needed in new areas, especially scientific visualization.
Problem Definition
During the past few years interest in computer graphics has decreased and it is
really difficult to find a set of steps to follow in order to learn it. The presence of
libraries like OpenGL and DirectX have made working with graphics a simpler task
but at the same time programmers sometimes do not understand completely what
are the processes, algorithms and concepts that occur behind the scenes.
Computer Graphics is a complex subject due to its tight relationship with
mathematical concepts and its constant need for high performance algorithms.
Added to this, graphics knowledge is disperse making it even more difficult for
beginners to find a starting point in the learning process. As mentioned before, this
learning process starts way ahead than it should making students skip basic
concepts.
Motivation
The problems mentioned before have led to a shortage of new specialized graphics
professionals therefore this is an area of opportunity for students that interested in
the subject.

Objective
The objective of this research is to perform a survey related to computer graphics,
starting at its most basic concepts in order to understand how existing tools like
OpenGL and DirectX work. The research will continue with the technology and
knowledge that is in the state of the art of this area exploring new drawing
primitives, new rendering techniques and the latest algorithms for rasterization and
lighting.
A software rasterizer will be implemented in order to apply the concepts learned
through the research and probably some new ideas or approaches that originated
through the process.

To conclude, the method followed during this research will be evaluated to


determine if it is an adequate process to learn computer graphics. In case it is, its
result will be a document that includes the main topics and steps to follow to
reproduce this method.

Scope and Project Plan


Weekly Plan
Project Definition
Project Plan
Course: Foundations of Computer Graphics (eDx)
Research Computer graphics basic concepts
2D Computer Graphics
3D Computer Graphics
State of the Art Graphics
Rasterizer Research
Rasterizer Implementation
ITESM CCM Congress Presentation
Week

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Additional Material
Materials that will be used as reference.
Additional Material
Course: Coding the Matrix (Coursera)
Course: Interactive 3D computer graphics (Udacity)
Skia library

Deliverables
Wee
k
2-3

Deliverable

Includes

Project Plan

Document including objectives and weekly


plan.

8
10

15

Course: Foundations of
Computer Graphics (eDx)
Research Document

Rasterizer
Implementation

Certificate of completion.
Document including the information regarding
basic concepts, 2D, 3D graphics and state of
the art.
Software implementation of a software
rasterizer in C++.

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