Graduate Courses

Course List





Credit: Nop Jiarathanakul

CIS 560 - Computer Graphics

Prerequisite: One year programming experience (C, JAVA, C++).

A thorough introduction to computer graphics techniques, covering primarily 3D modeling and image synthesis. Topics cover: geometric transformations, geometric algorithms, software systems (OpenGL), 3D object models (surface and volume), visible surface algorithms, image synthesis, shading and mapping, ray tracing, radiosity, global illumination, photon mapping, anti-aliasing and compositing.






Credit: Matt Jones

CIS 562 - Computer Animation

Prerequisite: Previous exposure to major concepts in linear algebra (i.e. vector matrix math), curves and surfaces, dynamical systems (e.g. 2nd order mass-spring-damper systems) and 3D computer graphics has also been assumed in the preparation of the course materials.

This course covers core subject matter common to the fields of robotics, character animation and embodied intelligent agents.   The intent of the course is to provide the student with a solid technical foundation for developing, animating and controlling articulated systems used in interactive computer games, virtual reality simulations and high-end animation applications.  The course balances theory with practice by "looking under the hood" of current animation systems and authoring tools and exams the technologies and techniques used from both a computer science and engineering perspective.  Topics covered include: geometric coordinate systems and transformations; quaternions; parametric curves and surfaces; forward and inverse kinematics; dynamic systems and control; computer simulation; keyframe, motion capture and procedural animation; behavior-based animation and control; facial animation; smart characters and intelligent agents.






Credit: Peter Kutz

CIS 563 - Physically Based Animation

Prerequisite(s): Students should have a good knowledge of object-oriented programming (C++) and basic familiarity with linear algebra and physics. Some background in computer graphics is helpful.

This course introduces students to common physically based simulation techniques for animation of fluids and gases, rigid and deformable solids, cloth, explosions, fire, smoke, virtual characters, and other systems. Physically based simulation techniques allow for creation of extremely realistic special effects for movies, video games and surgical simulation systems.  We will learn state-of-the-art techniques that are commonly used in current special effects and animation studios and in video games community. To gain hands-on experience, students will implement basic simulators for several systems. The topics will include: Particle Systems, Mass spring systems, Deformable Solids & Fracture, Cloth, Explosions & Fire, Smoke, Fluids, Deformable active characters, Simulation and control of rigid bodies, Rigid body dynamics, Collision detection and handling, Simulation of articulated characters, Simulated characters in games. The course is appropriate for both upper level undergraduate and graduate students.






Credit: Daniel Garcia

CIS 564 - Game Design and Development

Prerequisites: Basic understanding of 3D graphics and animation principles, prior exposure to scripting and programming languages such as Python, C and C++.

The intent of the course is to provide students with a solid theoretical understanding of the core creative principles, concepts, and game play structures/schemas underlying most game designs. The course also will examine game development from an engineering point of view, including: game play mechanics, game engine software and hardware architectures, user interfaces, design documents, play-testing and production methods.






Credit: Fan Deng

CIS 565* - GPU Programming and Architecture

Prerequisite: CIS 460 or CIS 560, and familiarity with computer hardware/systems. The hardware/systems requirement may be met by CIS 501; or CIT 593 and 595; or CIS 240 (with CIS 371 recommended); or equivalent coursework.

This course examines the architecture and capabilities of modern GPUs. The graphics processing unit (GPU) has grown in power over recent years, to the point where many computations can be performed faster on the GPU than on a traditional CPU. GPUs have also become programmable, allowing them to be used for a diverse set of applications far removed from traditional graphics settings. Topics covered include architectural aspects of modern GPUs, with a special focus on their streaming parallel nature, writing programs on the GPU using high level languages like Cg and BrookGPU, and using the GPU for graphics and general purpose applications in the area of geometry modeling, physical simulation, scientific computing and games. Students are expected to have a basic understanding of computer architecture and graphics, and should be proficient in OpenGL and C/C++.

*This course is appropriate as an upper-level undergraduate CIS elective. Undergraduates who have satisfied the prerequisites are welcome to enroll. No permission from the instructor is needed.


CIS 568 - Game Design Practicum

Prerequisites: CIS462/562: Computer Animation, CIS277 or CIS460/560: Computer Graphics

Co-requisites: CIS564: Computer Game Design and Development

The objective of the game design practicum is to provide students with hands on experience designing and developing 3D computer games. Working in teams of three or four, students will brainstorm an original game concept, write a formal game design document then develop a fully functional prototype consisting of a playable level of the game.  In addition to creation of original art and animation assets for the game, technical features to be designed and implemented include a novel game mechanic and/or user interaction model, game physics (i.e. particle systems and rigid body dynamics), character animation,  game AI (i.e. movement control, path planning, decision making, etc.), sound effects and background music, 2D graphical user interface (GUI) design and optional multiplayer networking capabilities.  Consistent with standard industry practices, game code and logic will be written using C++ and popular scripting languages such as Python and Lua.  State-of-the-art game and physics engine middleware also will be used to expose students to commercial-grade software, production methodologies and art asset pipelines.  As a result of their game development efforts, students will learn first hand about the creative process, design documentation, object-oriented software design and engineering, project management (including effective team collaboration and communication techniques),  design iteration through user feedback and play-testing, and most importantly, what makes a game fun to play. 






Credit: Vijay Shingala

CIS 660 - Advanced Topics in Computer Graphics

Prerequisites: CIS 560: Computer Graphics and CIS 562: Computer Animation

The goal of the course is to review state-of-the art research in the fields of computer graphics and animation as well as provide students with working knowledge of how to convert theory to practice by developing an associated graphics/animation authoring tool. Working in teams of two, students will design and develop an authoring tool that that facilitates the creation of a new type of user interaction, animation/simulation capability or 3D graphics special effect. Research papers published in the SIGGRAPH Conference proceedings over the period 2005-2009 will provide the basis for the features/functionality/special effects that can be selected for implementation in the authoring tool. Each group will analyze the need and user requirements for the tool they plan to develop, prepare a formal software design document, construct a project work plan, develop the authoring tool functionality and user interface, test the design and demonstrate the authoring of associated content. A plug-in to standard authoring tools such as Maya or 3DSMax must also be developed to enable importing of appropriate assets and/or exporting of results.