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Texture mapping, including minification and magnification (e.g., trilinear<br />

MIP-mapping).<br />

Application of spatial data structures to rendering.<br />

Sampling and anti-aliasing.<br />

Scene graphs and the graphics pipeline.<br />

GV<br />

Geometric<br />

Modeling<br />

Basic geometric operations such as intersection calculation and proximity<br />

tests.<br />

Parametric polynomial curves and surfaces.<br />

Implicit representation of curves and surfaces.<br />

Approximation techniques such as polynomial curves, Bezier curves,<br />

spline curves and surfaces, and non-uniform rational basis (NURB)<br />

spines, and level set method.<br />

Surface representation techniques including tessellation, mesh<br />

representation, mesh fairing, and mesh generation techniques such as<br />

Delaunay triangulation, marching cubes.<br />

6<br />

SDF<br />

Development<br />

Methods<br />

Program correctness<br />

The concept of a specification<br />

Unit testing<br />

Modern programming environments, Programming using library<br />

components and their APIs.<br />

Debugging strategies.<br />

Documentation and program style.<br />

2<br />

AR<br />

Performance<br />

enhancements<br />

Superscalar architecture.<br />

Branch prediction, Speculative execution, Out-of-order execution.<br />

Prefetching.<br />

Vector processors and GPUs.<br />

Hardware support for Multithreading.<br />

Scalability.<br />

3<br />

CN<br />

Modeling and<br />

Simulation<br />

Formal models and modeling techniques: mathematical descriptions<br />

involving simplifying assumptions and avoiding detail. The descriptions<br />

use fundamental mathematical concepts such as set and function.<br />

2<br />

SE<br />

Tools and<br />

Environments<br />

Software configuration management and version control; release<br />

management<br />

Requirements analysis and design modeling tools<br />

Programming environments that automate parts of program construction<br />

processes<br />

3<br />

SE Software Design The use of components in design: component selection, design,<br />

adaptation and assembly of components, components and patterns,<br />

components and objects (for example, build a GUI using a standard<br />

widget set).<br />

4<br />

Other comments<br />

http://graphics.cs.williams.edu/courses/cs371/f12/files/welcome.pdf is a carefully-crafted introduction to computer<br />

graphics and this specific style of course that may be useful to other instructors.<br />

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