The University of Colorado

Boulder, Colorado

Mathematics 4270, Fall 2000

The geometry of computer graphics



This page pertains only to Professor Taylor's section of Mathematics 4270, for the fall semester of 2000. As far as I know, this is the only section occurring this semester. For other sections or other semesters, other details and regulations will no doubt apply.

An attempt will be made to keep this page up-to-date, but this is not guaranteed. Students are responsible for every assignment made in class, whether or not it ultimately appears on this page.


Prerequisites

General Statement.

Computer Geometry, concerns itself with the mathematics behind various techniques of graphic imaging, including rigid motions, projection, ray-tracing and Bezier curves. It is definitely a course on mathematics. Students will be responsible both for the theory and for successfully completing some practical projects. In these projects we create some of the images that are discussed theoretically. Here are some possibilities of the two-dimensional images that we can create: And in three dimensions: All along, we work both on refining our imaging skills and on learning (or re-learning) about the many fascinating parts of mathematics that are the subjects of our images. Our emphasis is about equally divided between studying the mathematical concepts and producing the images. The course grade is based on these two factors as well.

The textbook was written by Professor Taylor, especially for the environment of this class.

We take a top-down approach; beginning with mathematics, and soon moving to a consideration of a linguistic hierarchy. (For instance, one approaches a graphics problem with a mathematical understanding, moves to a programming language to automate one's understanding, and then continues on to, say, a .ps file -- three of many possible linguistic levels of understanding of a given graphics project.)

The reader should be aware -- if not already -- of the existence of expert systems (Mathematica, Maple, Derive, etc.) that can perform these tasks with almost no intervention (or understanding) required of the user. Our purpose here is to gain an understanding of the mathematics that underlies such systems -- both the mathematics of imaging (projection, rotation, and so on) and the underlying mathematics of the images themselves. Therefore we go much more slowly than an expert system: one step at a time.

In fact, no particular knowledge of any specific graphics system is assumed, or even particularly wanted, in this class. This course is about the mathematics involved in designing such systems from scratch. One caveat is that students possessing such systems, or possessing code developed in other classes, or with access to expert systems such as Mathematica, will be expected, at least for this semester, to relate directly to the basic mathematics and algorithms that are presented in the class.

The course is perforce less comprehensive than a completely general understanding of "computer graphics." The top-down approach -- plus the fact that our focus is geometric -- makes us regard many ostensibly graphical issues as available subroutines. Thus we won't discuss digital filtering, screen display mechanisms, architecture of graphics boards, how printers work, and so on. (One consequence of this narrow mathematical definition of our subject matter is the fact that we can use a textbook that is a dozen years old! This mathematics is timeless, whereas the implementations have gone through several cycles of changes over these twelve years.)

Almost all students who do their projects have done well in this class, and have earned mostly A's, with some B's. (To neglect the projects is an utter disaster, however.) If you are interested, you can see the point system for the 1999 grading model just below.


Class Resources

  • Computing facilities.

  • Computing scenarios.

  • Project list. (First arrow on page 78.)

  • Prototype programs. (Second arrow on page 78.) Please note that some of these programs are sylistically archaic. Work is being to update them.

  • Programs to translate the device-independent language. (Final arrow on page 78.) Please note that some of these programs are sylistically archaic. Work is being to update them.

  • Students' page. This page is open for whatever links you would like to offer. I would like to display some of the cooler pictures that students come up with this semester. Probably .pdf will use up the least amount of your disk-quota. (As always, exercise caution in dealing with links to other URL's. Do not casually upload, either to your computer or to your mind.)

    The textbook is The Geometry of Computer Graphics which Dr. Taylor wrote expressly for this class.

    If you need to talk with me further about it, send email to walter.taylor@colorado.edu.

    Textbook

    The Geometry of Computer Graphics, by Walter F. Taylor. Wadsworth & Brooks/Cole 1992. ISBN 0-534-17100-1 Errata, updates, etc., for the text.
    The cover of the text. Learn to make this picture!

    I have placed a copy on two-hour reserve at the Engineering Library (ground floor of Mathematics Building).

    Grading


    Exams