Chris Pollett > Old Classses >
CS116b/216

( Print View )

Student Corner:
  [Grades Sec1]
  [Submit Sec1]
  [Class Sign Up Sec1]
  [
Lecture Notes]
  [Discussion Board]

Course Info:
  [Texts & Links]
  [Topics/Outcomes]
  [Outcomes Matrix]
  [Grading]
  [Class Protocols]
  [HW/Quiz Info]
  [Exam Info]
  [Regrades]
  [Honesty]
  [Additional Policies]
  [Announcements]

HW Assignments:
  [Hw1]  [Hw2]  [Hw3]
  [Hw4]  [Hw5]  [Quizzes]

Practice Exams:
  [Midterm]  [Final]

                           












Learning Outcomes versus Collected Course Materials
LO1LO2LO3LO4LO5LO6LO7N/A
HW1XX
HW2XX
HW3XXX
MT1P1X
MT1P2X
MT1P3X
MT1P4X
MT1P5X
HW4X
HW5XX

MTxPn = Midterm x Problem n. FEPn = Final Exam Problem n. Within the class there were two versions of a given test; however, these two versions were just problem permutations of each other. The results above are all for the first of these two permutations. The two classes each had different tests which were variants of each other, testing the same learning outcomes.

LO1 (Learning Outcome 1) -- Create a program which generates a simple scene in OpenGL made up of polyhedra and quadrics

LO2 -- Be able to implement algorithms for generating Bezier splines and B-splines.

LO3 -- Be able to use a mesh data structure in a geometric modeling project.

LO4 -- Be able to draw a scene using various texture mapping techniques such as a basic texture map, a normal map, a cube map, or projector map.

LO5 -- Be able to code a scene that makes use of a fractal or iterated function system.

LO6 -- Be able to implement a ray-tracing algorithm.

LO7 -- Be able to create and use a simple particle system.

N/A -- Important material covered in the course but not directly related to a specific learning outcome.