The course explores the theory and application software needed for deploying native3D Graphics applications on mobile platforms. The topics covered are: Introduction to Computer Graphics; Graphics Display Devices ; Drawing Based Graphics Primitives ; Transformation of Object - 3D Affine Transformation; Three-Dimensional Viewing ; Tools for Raster Displays ; Scan conversion Algorithms ; Defining and Filling Regions of Pixel; Filling Polygon; Defined Regions; Aliasing: Anti-aliasing Techniques; Creating more Shades and Colors Ray Tracing Algorithm; Virtual camera model optics; Animation; 3D content (file format) is also introduced. It also aims to provide an in depth, practical coverage of two standard application programming interfaces used for mobile 3D graphics, viz., OpenGL-ES-2.0, J2ME-M3G, 3D Studio Max, Ac3d,and Virtual Reality Modeling Language (VRML).
Intended learning outcomes
Knowledge &understand
That the student with drawing geometric shapes using Android Studio
That the student with the use of motion for geometric shapes
That the student recognize the comparison between inserting an image and inserting a vector and distinguishing between them
That the student with the method of writing a program to draw a three-dimensional shape and include movements.
That the student with the formation of an integrated program for the formation of an animated game, using all the previously explained in the course of shapes, images and vectors.
mental skills
That the student be able to draw geometric shapes and form an integrated drawing.
That the student use the movements and implement them on the shapes using a button or directly when pressing on the shape.
That the student be able to insert an image, vector, and geometric shape of his design and work on implementing them as animated images.
The student should be able to draw a three-dimensional shape, insert pictures on it, and perform all movements.
The student reaches the formation of an integrated game using three-dimensional shapes.
Practical & professional skills
To lead the student to write a program to draw geometric shapes.
The student can use gestures using a button or just click on the shape.
The student should include pictures from a file and perform movements to show the viewer that they are moving.
The student can draw a three-dimensional shape, insert images from a file on the front of the shape, and perform movements on it.
The student should perform an integrated project to implement all of the above explained in the course.
General and transferable skills
The student should be able to use the program to draw geometric shapes.
The student should be able to deal with images, vectors, and various motion methods.
The student should be able to draw a three-dimensional shape and include pictures on each side of it.
The student should be able to deliver an integrated project without errors in the implementation of a mobile game.
Teaching and learning methods
Theoretical lectures inside the classrooms.
Practical lectures inside the laboratory with the help of teaching assistants in the college.
A panel discussion between the students and in the presence of the professor to obtain new opinions and ideas.
Assignments and tests to activate the students in reaching the best way to solve and discuss it with the professor.
Methods of assessments
Midterm exam = 25
discussions = 10
Lab exam = 15
Project = 15
Final exam = 50
Course contents
Introduction to Mobile 3D Graphics
Drawing Based Graphics Primitives
Transformation of Object - 3D Affine Transformation
Three-Dimensional Viewing
Tools for Raster Displays
Recommender systems
resource discovery and allocation
Scan conversion Algorithms
Filling Polygon; Defined Regions;
Aliasing: Anti-aliasing Techniques; Creating more Shades