HUNTERTUTORING

Computer graphics

Undergraduate · CS / Programming

Syllabus focus

Topics typically covered

Standard syllabus

Math for graphics

  • Vectors, matrices, and homogeneous coordinates
  • 2D/3D transformations: translation, rotation, scale
  • Viewing pipelines: camera, projection, viewport
  • Quaternions for orientation (intro)
  • Color spaces and gamma correction (intro)

Rendering

  • Rasterization and line/triangle algorithms
  • Hidden surface removal: z-buffer
  • Illumination models: Phong, Gouraud shading
  • Texture mapping and UV coordinates
  • Ray tracing concepts (intro)

Geometry and sampling

  • Meshes, normals, and winding order
  • Clipping and culling in the pipeline
  • Barycentric coordinates and interpolation
  • Anti-aliasing and multisampling (intro)
  • Shadows: shadow maps overview
  • Procedural noise and simple procedural textures

STEM / applied

Interactive graphics

  • OpenGL/WebGL or DirectX shader pipeline (survey)
  • Vertex and fragment shaders (intro)
  • Scene graphs and asset pipelines
  • Animation: keyframes, skinning, interpolation
  • Real-time performance profiling

Projects

  • Building a small interactive 3D viewer
  • Implementing a software rasterizer
  • Physically based rendering overview (intro)
  • Collision detection basics for games
  • VR/AR rendering constraints (survey)

Engine and content workflow

  • Asset import formats (glTF/OBJ survey)
  • Material systems and PBR parameter intuition
  • Frame timing budgets for interactive apps
  • Debugging GPU pipelines with capture tools (survey)
  • Accessibility and motion comfort considerations
  • Capstone: interactive scene with lighting and textures

Notes

Requires linear algebra and strong programming. API choice (OpenGL vs modern engines) varies.