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CPE
438
Computer Graphics
In this course, students will be introduced to the basic principles and problems of computer graphics. They will study mathematical background to understand and implement these basic principles of computer graphics and rendering systems. Students will learn how to use a standard graphics API (Application Programming Interface) to create, render, and manipulate interactively structured two-and three-dimensional models.
Prerequisites:
0612207
0612438
(3-0-3)

Credits and Contact Hours

3 credits, 43 hours

Course Instructor Name

Dr. Mohammad Jeragh

Textbook

Pharr, Jakob, and Humphreys. Physically Based Rendering: From Theory to Implementation

Akenine-Möller, Haines, and Hoffman. Real-Time Rendering

Shirley, Marschner. Fundamentals of Computer Graphics

Latest graphics research papers from SIGGRAPH, EGSR, etc.

Catalog Description

Explores cutting-edge techniques in interactive computer graphics, photorealistic rendering, VR/AR, and GPU programming. Covers advanced 3D transformations, shading models, global illumination, real-time ray tracing, physically based rendering, neural rendering, and immersive graphics for virtual and augmented reality. Hands-on projects using modern graphics APIs and engines.

Prerequisite

CpE-207

Specific Goals for the Course

Upon successful completion of this course, students will be able to:

Develop advanced real-time graphics applications using APIs like Vulkan, DirectX 12, and Metal. (Student outcomes: 1, 6)

Implement physically based shading, global illumination, and real-time ray tracing techniques. (Student outcomes: 1, 6)

Create immersive VR/AR experiences using game engines and SDKs like Unreal, Unity, OpenXR. (Student outcomes: 1)

Understand the mathematical foundations of 3D graphics, including advanced transformations, projections, and representations. (Student outcomes: 1)

Explore methods for realistic rendering including path tracing, photon mapping, neural rendering. (Student outcomes: 1, 6)

Discuss current research problems and state-of-the-art solutions in computer graphics. (Student outcomes: 7)

Topics to Be Covered

Review of fundamental 3D graphics concepts

Advanced GPU programming with Vulkan, DirectX 12, Metal

Physically based rendering (PBR) and shading models

Global illumination techniques - path tracing, photon mapping, radiosity, precomputed radiance transfer

Real-time ray tracing with DXR, Vulkan RT

Volumetric and atmospheric rendering

Deferred rendering and tiled shading

Temporal anti-aliasing and reconstruction techniques

Neural rendering and AI in graphics

VR/AR graphics with OpenXR, Unreal, Unity

Procedural generation and content creation

Non-photorealistic and stylized rendering

Current research problems in rendering, VR/AR