syllabus
1. Information regarding the programme
1.1 Higher education institution 	Babeş Bolyai University	
1.2 Faculty	Faculty of Mathematics and Computer Science	
1.3 Department	Department of Computer Science	
1.4 Field of study	Computer Science	
1.5 Study cycle	Bachelor	
1.6 Study programme / Qualification 	Information Engineering - english	

2. Information regarding the discipline 
2.1 Name of the discipline	Elements of Computer Graphics	
2.2 Course coordinator 	Lect. Dr. Anca Andreica	
2.3 Seminar coordinator	Lect. Dr. Anca Andreica	
2.4. Year of study	3	2.5 Semester	6	2.6. Type of evaluation	C	2.7 Type of discipline	Compulsory	

3. Total estimated time (hours/semester of didactic activities) 
3.1 Hours per week 	5	Of which: 3.2 course	2	3.3 seminar/laboratory	2 lab+
1 project	
3.4 Total hours in the curriculum 	70	Of which: 3.5 course	28	3.6 seminar/laboratory	42	
Time allotment:	hours	
Learning using manual, course support, bibliography, course notes	20	
Additional documentation (in libraries, on electronic platforms, field documentation) 	5	
Preparation for seminars/labs, homework, papers, portfolios and essays	15	
Tutorship	5	
Evaluations	10	
Other activities: ..................		
3.7 Total individual study hours 	55	
3.8 Total hours per semester	125	
3.9 Number of ECTS credits	5	

4. Prerequisites (if necessary)
4.1. curriculum	•		
4.2. competencies	•	Average programming skills in Java	

5. Conditions (if necessary)
5.1. for the course	•		
5.2.  for the seminar /lab activities	•	Laboratory with computers; Java environment;	

6. Specific competencies acquired 
Professional competencies	•	Knowledge, understanding and use of basic concepts of theoretical Computer Science
•	Ability to permanently learn, understand and apply the most recent scientific results in the field of Computer Science and Software Engineering
•	Ability to work independently and/or in a team in order to solve problems in defined professional contexts.	
Transversal competencies	•	Get acquainted with the graphic facilities of different computer components and their programming. 
•	Create procedures and functions for the main functions in computer graphics. 
•	Create data structures for managing 3D surfaces and objects.	

7. Objectives of the discipline (outcome of the acquired competencies)
7.1 General objective of the discipline
	•	Get acquainted with the graphic facilities of different computer components and their programming.	
7.2 Specific objective of the discipline
	•	Create procedures and functions for the main functions in computer graphics.
•	Create data structures for managing 3D surfaces and objects.	

8. Content
8.1 Course	Teaching methods	Remarks	

1-2. Graphics in several programming languages. Applications.	
Exposure, description, explanation, examples, discussion of case studies		

3. Hardware for graphics	
Exposure, description, explanation, examples, discussion of case studies		

4. Three-dimensional geometry in computer graphics. Coordinate Systems.	
Exposure, description, explanation, examples, discussion of case studies		

5. Base functions in computer graphics. 2D and 3D clipping. Viewing transformations.	
Exposure, description, explanation, examples, discussion of case studies		

6. 3D objects modeling.	
Exposure, description, explanation, examples, discussion of case studies		

7. 3D objects visualization.	
Exposure, description, explanation, examples, discussion of case studies		

8. Surfaces visualization.	
Exposure, description, explanation, examples, discussion of case studies		

9. Adjusting curves and surfaces.	
Exposure, description, explanation, examples, discussion of case studies		

10. 3D objects deformation.	
Exposure, description, explanation, examples, discussion of case studies		

11. Graphic objects illumination.	
Exposure, description, explanation, examples, discussion of case studies		

12. Parametric representation of 3D objects.	
Exposure, description, explanation, examples, discussion of case studies		

13-14. Building computer games.	
Exposure, description, explanation, examples, discussion of case studies		
			
Bibliography

1. ALBEANU, Gr., Grafica pe calculator. Algoritmi fundamentali, Editura Universitatii Bucuresti, 2001
2. DOGARU, D., Metode noi in proiectare. Elemente de grafica 3D. Editura Stiintifica si Enciclopedica, Bucuresti, 1988.
3. FOLEY, J.D., VAN DAM, A., Fundamentals of Interactive Computer Graphics. Addison-Wesley Publishing Comp., 1984.
4. FOLEY, J. D., VAN DAM, A., FEINER, S. K., HUGHES, J. F., Computer Graphics - Principles and Practice, Second Edition in C, Pearson Education, 2003.
5. HAWKINS, K., Astle, D. “OpenGL Game Programming”, Premier Press, 2004
6. HEARN, D., BAKER P., “Computer Graphics with OpenGL”, Prenticel Hall, 20033. PAVLIDIS, T., Algorithms for Graphics and Image Processing. Springer-Verlag, 1982.
7. PETCU, D., CUCU, L., Principii ale graficii pe calculator. Editura Excelsior, Timisoara 1995.
8. POP, D., PETCU, D., Modelare lumii tridimensionale, Editura Eubeea, 2004, Colectia Informatica, Timisoara
9. WOLFRAM, S., Mathematica - A System for Doing Mathematics by Computer. Addison-Wesley Publ.Comp., 1992.
10. OpenGL Programming Guide, http://fly.srk.fer.hr/~unreal/theredbook/
11. NeHe's OpenGL Tutorials, http://www.polytech.unice.fr/~buffa/cours/synthese_image/DOCS/Tutoriaux/Nehe/opengl.htm

8.2 Laboratory	Teaching methods	Remarks	

1-2. Graphics facilities in Java (or C++, or Delphi)	
Practical projects		

3-4. Fractal applications			

5-6. OpenGL library in Java (or C++, or Delphi)			

7-8. Application for 3D objects management			

9-10. Application for 3D objects animation			

11-12. Textures animation			

13. Application for surfaces visualization			

14. Final lab projects presentations			
			
Bibliography
	
1. ALBEANU, Gr., Grafica pe calculator. Algoritmi fundamentali, Editura Universitatii Bucuresti, 2001
2. DOGARU, D., Metode noi in proiectare. Elemente de grafica 3D. Editura Stiintifica si Enciclopedica, Bucuresti, 1988.
3. FOLEY, J.D., VAN DAM, A., Fundamentals of Interactive Computer Graphics. Addison-Wesley Publishing Comp., 1984.
4. FOLEY, J. D., VAN DAM, A., FEINER, S. K., HUGHES, J. F., Computer Graphics - Principles and Practice, Second Edition in C, Pearson Education, 2003.
5. HAWKINS, K., Astle, D. “OpenGL Game Programming”, Premier Press, 2004
6. HEARN, D., BAKER P., “Computer Graphics with OpenGL”, Prenticel Hall, 20033. PAVLIDIS, T., Algorithms for Graphics and Image Processing. Springer-Verlag, 1982.
7. PETCU, D., CUCU, L., Principii ale graficii pe calculator. Editura Excelsior, Timisoara 1995.
8. POP, D., PETCU, D., Modelare lumii tridimensionale, Editura Eubeea, 2004, Colectia Informatica, Timisoara
9. WOLFRAM, S., Mathematica - A System for Doing Mathematics by Computer. Addison-Wesley Publ.Comp., 1992.
10. OpenGL Programming Guide, http://fly.srk.fer.hr/~unreal/theredbook/
11. NeHe's OpenGL Tutorials, http://www.polytech.unice.fr/~buffa/cours/synthese_image/DOCS/Tutoriaux/Nehe/opengl.htm

9. Corroborating the content of the discipline with the expectations of the epistemic community, professional associations and representative employers within the field of the program

•	The course exists in the studying program of all major universities in Romania and abroad;
•	The content of the course is considered the software companies as important for average programming skills

10. Evaluation
Type of activity	10.1 Evaluation criteria	10.2 Evaluation methods	10.3 Share in the grade (%)	
10.4 Course	- know the basic principle of the domain;
	Written exam	60%	
	- apply the course concepts			
10.5 Lab activities	3D object creation and management 	Laboratory work 	40%	
				
10.6 Minimum performance standards	

•	At least grade 5 at both written exam and laboratory work.	

Date				Signature of course coordinator 	Signature of seminar coordinator
24.09.2012			Lect. Dr. Anca Andreica		Lect. Dr. Anca Andreica

Date of approval  					  Signature of the head of department	
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