Stanford Cs 148
Stanford CS 148 is a highly acclaimed computer science course offered by Stanford University, focusing on computer graphics. The course provides a comprehensive introduction to the fundamentals of computer graphics, covering topics such as 2D and 3D transformations, viewing, lighting, shading, texture mapping, and animation. Students in this course learn the theoretical foundations and practical applications of computer graphics, including the use of programming languages like C++ and Python.
Course Overview
The course is designed for undergraduate students, typically taken by juniors and seniors, and is a popular choice among computer science majors. The curriculum is divided into several sections, each covering a specific aspect of computer graphics. The course begins with an introduction to the basics of computer graphics, including graphics hardware, graphics pipelines, and 2D graphics. It then progresses to more advanced topics, such as 3D graphics, transformations, projections, and lighting.
Key Topics Covered
The key topics covered in Stanford CS 148 include:
- Introduction to computer graphics: graphics hardware, graphics pipelines, and 2D graphics
- 2D and 3D transformations: affine transformations, projections, and viewing
- Lighting and shading: lighting models, shading techniques, and global illumination
- Texture mapping and animation: texture mapping techniques, animation principles, and keyframe animation
- Graphics programming: using C++ and Python for graphics programming, including the use of libraries like OpenGL and Pygame
Throughout the course, students work on various assignments and projects, applying theoretical concepts to real-world problems. These projects help students develop practical skills in computer graphics, including programming, modeling, and rendering.
Topic | Description |
---|---|
Introduction to Computer Graphics | Covers the basics of computer graphics, including graphics hardware and 2D graphics |
2D and 3D Transformations | Covers affine transformations, projections, and viewing in 2D and 3D graphics |
Lighting and Shading | Covers lighting models, shading techniques, and global illumination in computer graphics |
Course Resources and Materials
The course provides a range of resources and materials to support student learning, including:
- Lecture notes and slides: detailed notes and slides covering each topic in the course
- Assignments and projects: practical assignments and projects that apply theoretical concepts to real-world problems
- Graphics programming libraries: access to libraries like OpenGL and Pygame for graphics programming
- Online resources: links to online resources, including tutorials, videos, and research papers
Students are also encouraged to explore additional resources, such as textbooks and online courses, to deepen their understanding of computer graphics.
Assessment and Evaluation
Student performance in the course is evaluated through a combination of assignments, projects, and exams. The assignments and projects account for a significant portion of the overall grade, with a focus on practical skills and application of theoretical concepts.
Assessment Component | Weightage |
---|---|
Assignments and Projects | 60% |
Exams | 30% |
Participation and Attendance | 10% |
What is the prerequisite for Stanford CS 148?
+The prerequisite for Stanford CS 148 is CS 106B or equivalent programming experience. Students are expected to have a strong foundation in programming, including data structures and algorithms.
What programming languages are used in Stanford CS 148?
+The course uses C++ and Python as the primary programming languages. Students are expected to have prior experience with at least one of these languages.
What are the career opportunities for students who complete Stanford CS 148?
+Students who complete Stanford CS 148 can pursue careers in computer graphics, game development, virtual reality, and special effects. The course provides a strong foundation for a career in these fields, with opportunities in industries such as film, gaming, and technology.