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2.6. Graphics and Interactive Techniques (GIT)
Graphics and Interactive Techniques (GIT) encompass the principles, algorithms, and technologies involved in rendering, modeling, animating, and interacting with visual and interactive content. This knowledge area integrates concepts from computer graphics, human-computer interaction, visualization, and image processing to create immersive and effective digital experiences. With the proliferation of interactive applications in entertainment, education, scientific visualization, and user interfaces, GIT plays a crucial role in modern computing. Students studying GIT learn to design, implement, and evaluate systems that generate visual content, facilitate user interaction, and leverage emerging technologies such as virtual reality, augmented reality, and tangible computing. The area emphasizes both theoretical foundations and practical skills, preparing graduates to contribute to diverse fields including game development, simulation, data visualization, and interactive media.
| Knowledge Area (KA) | CS Core | KA Core |
2.6.1 Fundamental Concepts of Graphics and Interactive Techniques | 4 | 3 |
2.6.2 Visualization | 6 | |
2.6.3 Applied Rendering and Techniques | 15 | |
2.6.4 Geometric Modeling | 6 | |
2.6.5 Shading and Advanced Rendering | 6 | |
2.6.6 Computer Animation | 6 | |
2.6.7 Simulation | 6 | |
2.6.8 Immersion | 6 | |
2.6.9 Interaction | 4 | |
2.6.10 Image Processing | 6 | |
2.6.11 Tangible/Physical Computing | 6 | |
2.6.12 Society, Ethics, and the Profession | Elective | |
2.6.1. GIT/Fundamental Concepts of Graphics and Interactive Techniques (CS Core: 4 hrs, KA Core: 3 hrs) ↑ Back to top
Topics:
Core
- Overview of computer graphics pipeline and interactive systems
- Basic rendering concepts: rasterization, ray tracing, shading models
- Color theory and color spaces
- Coordinate systems and transformations
- Basic interaction techniques: input devices, event handling
- Advanced rendering concepts: global illumination, physically based rendering
- Graphics hardware and acceleration techniques
- Human perception and visual cognition
Learning Outcomes:
Core:
- Explain the basic stages of the computer graphics pipeline [Explain]
- Describe basic rendering techniques such as rasterization and ray tracing [Describe]
- Apply color theory to design visually effective graphics [Apply]
- Implement coordinate transformations for 2D and 3D graphics [Implement]
- Design basic interactive applications using common input devices and event handling [Design]
- Compare advanced rendering techniques such as global illumination and physically based rendering [Compare]
- Analyze the role of graphics hardware in accelerating rendering tasks [Analyze]
- Explain how human perception influences graphics and interaction design [Explain]
2.6.2. GIT/Visualization (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Principles of data visualization: perception, cognition, and effective encoding
- Types of visualizations: scientific, information, geographical
- Visualization techniques for multivariate, temporal, and hierarchical data
- Interactive visualization and exploration
- Evaluation of visualization effectiveness
Learning Outcomes:
Core:
- Apply principles of perception and cognition to design effective visualizations [Apply]
- Select appropriate visualization techniques for different data types and tasks [Evaluate]
- Implement interactive visualizations for data exploration [Implement]
- Evaluate the effectiveness of a visualization using empirical methods [Evaluate]
2.6.3. GIT/Applied Rendering and Techniques (KA Core: 15 hrs) ↑ Back to top
Topics:
Core
- Rasterization algorithms: scan conversion, antialiasing
- Ray tracing: acceleration structures, sampling, shading
- Texture mapping and filtering
- Shading models: Lambertian, Phong, BRDF
- Advanced techniques: shadow mapping, environment mapping, deferred rendering
Learning Outcomes:
Core:
- Implement rasterization algorithms for primitive rendering [Implement]
- Implement basic ray tracing with acceleration structures [Implement]
- Apply texture mapping and filtering techniques to enhance visual realism [Apply]
- Compare different shading models and their applications [Compare]
- Implement advanced rendering techniques such as shadow mapping or deferred rendering [Implement]
2.6.4. GIT/Geometric Modeling (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Geometric representations: polygons, curves, surfaces, implicit forms
- Modeling techniques: splines, subdivision surfaces, constructive solid geometry
- Procedural modeling and generation
- Geometric algorithms: intersection, distance, decomposition
Learning Outcomes:
Core:
- Describe different geometric representations and their trade-offs [Describe]
- Implement modeling techniques such as spline curves or subdivision surfaces [Implement]
- Create procedural models using algorithms or rules [Create]
- Apply geometric algorithms to solve problems like intersection testing or mesh processing [Apply]
2.6.5. GIT/Shading and Advanced Rendering (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Advanced shading: physically based shading, subsurface scattering
- Global illumination: radiosity, photon mapping, path tracing
- Real-time rendering techniques: level of detail, culling, occlusion
- GPU programming and shaders
Learning Outcomes:
Core:
- Implement advanced shading models for realistic materials [Implement]
- Compare global illumination algorithms and their trade-offs [Compare]
- Optimize real-time rendering using techniques like level of detail and culling [Create]
- Develop GPU shaders for custom rendering effects [Create]
2.6.6. GIT/Computer Animation (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Animation principles: timing, spacing, anticipation, follow-through
- Keyframe animation and interpolation
- Procedural animation: particle systems, flocking, physics-based
- Character animation: skeletal animation, skinning, inverse kinematics
- Motion capture and retargeting
Learning Outcomes:
Core:
- Apply animation principles to create believable motion [Apply]
- Implement keyframe animation with interpolation techniques [Implement]
- Create procedural animations such as particle systems or physics-based simulations [Create]
- Implement character animation using skeletal systems and skinning [Implement]
- Process motion capture data for animation retargeting [Implement]
2.6.7. GIT/Simulation (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Physics-based simulation: rigid bodies, fluids, cloth
- Numerical methods for simulation: integration, collision detection
- Real-time simulation constraints and optimizations
- Applications in games, visual effects, and scientific visualization
Learning Outcomes:
Core:
- Implement physics-based simulations for rigid bodies or fluids [Implement]
- Apply numerical integration methods for dynamic simulations [Apply]
- Optimize simulations for real-time performance [Create]
- Develop simulations for specific applications such as games or scientific visualization [Create]
2.6.8. GIT/Immersion (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Virtual reality (VR) and augmented reality (AR) concepts
- Immersive display technologies: head-mounted displays, CAVEs
- Tracking and input for immersive environments
- Presence and comfort in immersive systems
Learning Outcomes:
Core:
- Explain the core concepts and differences between VR and AR [Explain]
- Evaluate immersive display technologies and their applications [Evaluate]
- Implement tracking and input solutions for immersive environments [Implement]
- Design immersive experiences that maximize presence and minimize discomfort [Design]
2.6.9. GIT/Interaction (KA Core: 4 hrs) ↑ Back to top
Topics:
Core
- Interaction paradigms: direct manipulation, gesture-based, tangible
- User interface design for graphics applications
- Multimodal interaction: combining visual, auditory, haptic feedback
- Evaluation of interaction techniques: usability, user experience
Learning Outcomes:
Core:
- Compare different interaction paradigms and their suitability for various tasks [Compare]
- Design user interfaces for graphics-intensive applications [Design]
- Implement multimodal interaction systems incorporating multiple feedback channels [Implement]
- Conduct usability evaluations of interaction techniques [Evaluate]
2.6.10. GIT/Image Processing (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Image representation and formats
- Filtering and enhancement: convolution, frequency domain
- Image segmentation and feature detection
- Morphological operations
- Applications in graphics, vision, and multimedia
Learning Outcomes:
Core:
- Manipulate images using different representations and formats [Process]
- Apply filtering techniques for image enhancement and analysis [Apply]
- Implement image segmentation algorithms for feature extraction [Implement]
- Use morphological operations for image processing tasks [Use]
- Develop applications that integrate image processing with graphics or vision systems [Create]
2.6.11. GIT/Tangible/Physical Computing (KA Core: 6 hrs) ↑ Back to top
Topics:
Core
- Tangible interfaces and physical computing
- Sensors and actuators for interactive systems
- Embedded systems for interactive art and design
- Interactive installations and environments
Learning Outcomes:
Core:
- Design tangible interfaces that bridge physical and digital interactions [Design]
- Integrate sensors and actuators to create responsive systems [Integrate]
- Develop embedded systems for interactive art or design projects [Create]
- Create interactive installations that engage users in physical spaces [Create]
2.6.12. GIT/Society, Ethics, and the Profession ↑ Back to top
Topics:
Core
- Ethical considerations in graphics and interaction: representation, accessibility, privacy
- Social impact of immersive technologies and visualization
- Professional practice in graphics and interactive industries
Learning Outcomes:
Core:
- Analyze ethical issues related to representation, accessibility, and privacy in graphics and interaction [Analyze]
- Discuss the social implications of immersive technologies and data visualization [Debate]
- Describe professional practices and standards in graphics and interactive industries [Describe]