Computer Graphics
Course Outline
This one-semester non-phased course will expose the student
to computerized three-dimensional (3D) graphics. Students will experience, first hand, some of the difficulties
and challenges involved with creating 3D scenes. Topics that will be addressed include shapes, textures, lighting,
moving and rotating, and animation.
Micrografx’s Simply 3D computer graphics software application
will be used throughout the course.
First the student will follow the step-by-step instructions of eight
project-based tutorials. The student
will then create his or her own 3D renditions of some common items. The assignments will become more challenging
as animation and lighting requirements are added. Finally, the student will use 3D graphics to illustrate familiar
physical occurrences.
Prerequisites: Must be a junior or senior.
I.
Introduction to a computer graphics application
The first two tutorials use the project wizard to create
simple 3D scenes. The next three
tutorials introduce the necessary skills for using Simply 3D. The last three tutorials introduce more
advanced techniques.
1.
Getting started
a.
Start Simply 3D
b.
Use the project wizard
c.
Use a template
d.
Preview animation in a scene
e.
Save and close a Simply 3d project
2.
Create a custom 3D scene
a.
Create and animate 3D text
b.
Add an animated background
c.
Save the scene as a video (movie) file
d.
Play the movie file
3.
Create same scene without the wizard
a.
Use text tool to create and animate 3D text
b.
Set options for previewing 3D objects
c.
Apply a deformation to an object
d.
Use catalog materials
e.
Move, scale, and rotate objects
4.
Create a picture of a 3D scene
a.
Add primitive 3D objects
b.
Use catalogs to add resources
c.
Delete, copy, and paste scene resources
d.
Position objects in 3D space
e.
Change the appearance of a material
f.
Save bitmap image of a scene
5. Apply
multiple animations
a.
Insert an object from another scene
b.
Attach an object to another object
c.
Animate attached objects
d.
Render shadows
e.
Adjust, move, and aim camera
f.
Use PowerPoint to display an animated scene
6.
Create special effects
a.
Use bitmap as the image for a material
b.
Repeat an image across the material
c.
Add and remove lights
d.
Move and aim lights
e.
Modify a light’s characteristics
f.
Use ray tracing
7.
Modify animations
a.
Rename scene resources
b.
Modify frame count in an animated scene
c.
Change an animation’s start and end times
d.
Scale an animation
e.
Reverse an animation
f.
Manipulate an animation’s path
8.
Create an animated magnifying glass
a.
Scale primitive objects
b.
Use profile creation tool to create new objects
c.
Group multiple objects
d.
Modify animation path
e.
Create refraction
f.
Align objects
II.
Construct scenes of common objects
Students will create their own 3D renditions of some common
items. The following are typical of the
assignments that students will work on.
Not all of these will be assigned.
Other assignments may be added.
1.
Snowman
a.
Requirements for snowman
i.
Start with primitive shapes then modify as desired
ii.
Add facial features such as nose, eyes, and mouth
iii.
Add body parts such as arms or legs
iv.
Add texture and bump patterns
v.
All parts of snowman must be attached (not float in space)
b.
Requirements for the scene
i.
Add a background and a foreground
ii.
Add garments such as a hat or a scarf
2. Wizard
a.
Requirements are similar to snowman
b.
Encouraged to be creative
3.
Soft drink can
a.
Requirements of can construction
i.
Top and bottom surfaces of the can are metallic
ii.
Realistic contours for the top and bottom of the can
iii.
Tab on the top of the can
iv.
Pattern or texture on the can's vertical surface
b.
Lighting
i.
Shiny surfaces
ii.
Demonstrate reflections
III.
Create animated scenes
Students will create animated scenes featuring some common
items. The following are typical of the
assignments that students will work on.
Not all of these will be assigned.
Other assignments may be added.
1.
Coffee Cup
a.
Requirements for the door
i.
Create cup from primitive shapes
ii.
Cup should be filled with a liquid such as coffee, tea, or hot
chocolate
iii.
Cup should sit on a table or other horizontal surface
b.
Animate the scene in some way(s) such as:
i.
Spoon stirring the coffee
ii.
Steam rising from the coffee
iii.
Sugar (or milk) being added to the coffee
iv.
Coffee being poured into the cup
v.
Marshmallows floating atop hot chocolate
c.
Other objects should be included to enhance the scene
2.
Construct a working model of a door
a.
Requirements for the door
i.
Most of the door must be made of a solid material
ii.
Door must have some finite thickness
iii.
Part of the door must have a see-through glass window
b.
Door must be part of the scene:
i.
Door must be surrounded by a "wall"
ii.
Wall must have some finite thickness
iii.
Door must be positioned slightly above some a
"floor"
iv.
Door must close off something
v.
Several objects must be behind the closed door
vi.
Some of these objects must be visible through the door’s
window
c.
Animate door to completely open (or close)
i.
Door must revolve around some center point or hinge
ii.
Door must not collide into the wall or any other object
iii.
Objects behind the door should become visible when door is
open
iv.
As the door opens, changes in light shadows must be
illustrated
3. Construct
a realistic working model of a lounge chair
a.
Requirements for the lounge chair
i.
Must contain a back rest and a foot rest
ii.
Must be created from primitives
iii.
Must have a sitting (upright) position
iv.
Must have a lounging position that is relatively flat and
horizontal
v.
Use appropriate materials (that is, materials common to
furniture)
b.
Demonstrate the chair's movement from its sitting position to
its lounging position
i.
Footrest must move from a closed (vertical) position to an
open position
ii.
Backrest must move from an upright position to an
approximately horizontal position
iii.
Individual parts of the chair should work (and mate) together
during the entire movement;
iv.
All parts of chair should be attached at all times
4.
Illustrate the rotation of a realistic six sided die
a.
Construct a realistic six sided die (or several dice)
i.
Layout of the dots must duplicate that of a real die
ii.
Dots should be attached to the die
b.
Animate the die
i.
Rotate over the X, Y,
and Z axes
ii.
Expose all six sides.
5.
Illustrate a game of checkers
a.
Checker board:
i.
Size: eight by eight squares
ii.
Two contrasting colors for adjacent squares
iii.
Must have some finite thickness
b.
Checkers:
i.
Must be created from S3D primitives
ii.
At least ten checkers must be present
iii.
Should be roughly circular in shape
iv.
Two contrasting colors
v.
May have some texture or design on its top surface
vi.
Should lie flat on the checker board
c.
Illustrate at least consecutive four consecutive moves (turns)
i.
At least two moves must involve capturing (jumping) an
opponent’s checker(s)
ii.
Captured checkers must be removed from the board
iii.
At least one move must be a double jump (two of the opponent’s
checkers are captured during a single move)
iv.
At least one move must involve a checker being “crowned”
d.
Scene and lighting
i.
Add an appropriate but not distracting background
ii.
Other objects may be included to enhance the scene
iii.
Lighting should be appropriate for the scene
iv.
Game pieces should cast shadows and reflections onto the
checker board
6. Construct
an animated scene relevant to Pi Day (March 14)
a. Project
scene must be related to or associated with p.
b.
Entries will be judged on their originality, content, quality,
as well as the use of S3D
c.
Other objects may be included to enhance the scene
d.
Project must be animated
IV.
Illustrate familiar physical processes
Students will select at least one following projects that
require using 3D graphics to illustrate familiar physical occurrences. Each of these projects requires some
research and planning before they may be implemented using a 3D graphics
application.
A.
Lunar movement
1.
Illustrate
a.
Phases of the moon
b.
Lunar eclipse
c.
Solar eclipse
d.
As seen by an observer on the earth
2.
Research
a.
Determine the sizes, angles, and periods of the Earth and
Moon.
b.
Decide upon how the S3D scene should look in order to
illustrate each of these events.
i.
Draw sketches on paper to illustrate each of the above
astrological events
ii.
Decide where the camera should be placed
3.
Requirements
a.
Requirements for the Earth:
i.
Must rotate on its tilted axis (an earth day)
ii.
Must appear to revolve around the sun (an earth year)
iii.
Must have a realistic surface
b.
Requirements for the Moon:
i.
Must rotate on its axis (a lunar day)
ii.
Must revolve around the earth (a lunar month)
iii.
Must have a few identifiable features on its surface
c.
Requirements for the Sun:
i.
Provides the only lighting for the entire scene
ii.
May be represented by a stationary or moving light source.
iii.
Must be seen during a solar eclipse
iv.
Does not have to be
seen when illustrating the phases of the moon or lunar eclipse
d.
Relationships between earth, moon, and sun
i.
Sizes (radii) of moon and earth must be in correct proportion
to each other.
ii.
Distance between the earth and moon should be about ten to twenty
earth radii. This is not to
scale!
iii.
Periods of rotation and revolution of the moon must be in
correct proportion to each other.
iv.
Same side of the Moon should always face the Earth.
v.
Sun does not have to be to scale.
vi.
Distance between earth and the sun does not have to be
to scale.
vii.
Period of rotation of the Earth (an Earth day) does not
have to be to scale with a lunar month or Earth year.
viii.
Revolution and rotation (tilt) angles of the Moon and Earth
should correspond to reality.
B.
Depth of field
1.
Investigate
a.
Relationship between the camera view angle and the depth of
field of a still and an animated scene
b.
Use the following camera view angles
i.
45° (normal lens)
ii.
10° (telephoto lens)
iii.
110° (wide angle lens)
iv.
1° (extreme telephoto
lens)
v.
170° (extreme wide
angle lens)
2.
Requirements
a.
Scene
i.
At least five separate objects to the scene
ii.
Objects must all have different sizes and shapes
iii.
Objects must have different orientations to the camera site
line (that is the z-axis).
iv.
At least one object must have a repeating pattern that is at a
small angle (but not parallel) to the camera site line.
v.
Position objects to fill the scene as viewed by the camera
vi.
Objects must be positioned at different x, y, and z coordinates
b.
Lighting
i.
Use several lighting sources
ii.
Position of lights must not be changed during this project
iii.
Objects should cast shadows
c.
Camera
i.
Position of the objects must not be changed during this
assignment
ii.
Camera target position must not change
iii.
Camera must be positioned to view entire scene
d.
Animate several of the objects in the scene.
i.
Animations must be different sizes and shapes
ii.
Some of the objects should move in front of each other
iii.
Some of the objects should change their orientations relative
to the camera
e.
Summary
i.
Use PowerPoint to illustrate the results of your investigation
ii.
Compare the 2D views of the scene at each camera view angle
iii.
Compare the animations of the scene at each camera view angle
iv.
Include your observations, discussion, and conclusions
C.
Gear train
1. Demonstrate
a system of gears working together
2.
Research
a.
What is a gear and how does it operate?
b.
Design the system of gears
i.
What types of gears will be used
ii.
What action will it accomplish
iii.
Draw sketches on paper to illustrate your ideas
3.
Requirements
a.
System of gears:
i.
System of gears should perform some function such as raising
an object.
ii.
Allowable gear types include spur, sprocket, chain, worm, rack
and pinion, bevel, or helical.
iii.
More than one types of gears may be used in combination:
iv.
Gears must be properly aligned and not collide with each
other:
v.
A tooth on a driving gear must always be able push a tooth on
its driven gear
vi.
Objects, such as chains, ropes, belts, wheels, or pulleys, may
be used to connect the gears to other objects in the scene.
b.
At least three separate and different gears must be used.
i.
Each must have a different size (diameter)
ii.
Each must have a different number of teeth
iii.
Each gear must have at least six teeth
iv.
At least one gear must have at least ten teeth.
v.
At least one gear must have an odd number of teeth.
vi.
Pairs of gears must have different gear ratios
c.
Gear teeth:
i.
All teeth on the same gear must be identical
ii.
Teeth on a gear must be equally spaced around (or along) the
gear
iii.
Shape must approximate teeth on an actual gear
iv.
Shape must be physically feasible
Updated: June 16, 2003