CSCI 4471: Computer Graphics (Fall 2026) — GSC Lab at SMU
CSCI 4471 / 6671 · Fall 2026 · Saint Mary’s University

Computer Graphics

Procedurally synthesized terrain rendered in the Computer Graphics course
Procedurally synthesized terrain. Image courtesy: Amr Ghoneim, Computer Graphics (Fall 2023).
InstructorDr. Jiju Poovvancheri
LecturesTue & Thu · 10:00–11:15 · MM 301
RecitationTue · 1:00–2:15 · MM 301
Office hours (MN130)Wed 10–12 · Thu 2–4 · Fri 11–1
Course pageMS Teams & GitHub
links on the course Teams

Course description

An introduction to computer graphics with a focus on rendering and modelling. We cover the core mathematics — 2D and 3D transformations — and the two great rendering paradigms, ray tracing and rasterization, along with the geometric modelling of curves and surfaces. We look at how these components map onto modern graphics processors and their programming APIs, and we close with recent learning-based scene representations, including Neural Radiance Fields (NeRF) and 3D Gaussian Splatting. Throughout, students build working demos in C++ and OpenGL (GLSL or equivalent).

By the end of the course, you will be able to

  • Apply the fundamental mathematics of image synthesis
  • Implement a basic ray-tracing renderer
  • Implement a rasterization rendering pipeline
  • Explain the core functionality of the OpenGL API
  • Write graphics programs using shader programming
  • Model geometry with Bézier curves, splines, and NURBS
  • Implement data structures for polygonal meshes
  • Design and implement procedural synthesis methods
  • Explain neural rendering (NeRF, 3D Gaussian Splatting)

Tentative schedule Fall 2026

Ray tracing
  • Sep 10Introduction to the course
  • Sep 15Math review
  • Sep 17Ray tracing — basics
  • Sep 18Ray tracing — intersections
  • Sep 22Blinn–Phong illumination model
  • Sep 24Texture mapping
  • Sep 29Antialiasing
  • Oct 1Acceleration data structuresA1 out
Rasterization
  • Oct 6Introduction to rasterization
  • Oct 82D & 3D transformations
  • Oct 13Quiz 1Quiz
  • Oct 15Graphics pipeline, OpenGL
  • Oct 20Shader programming
  • Oct 22Viewing, clipping and cullingA1 due
Modeling
  • Oct 27Procedural modeling
  • Oct 29Perlin noise & terrains
  • Nov 3Curves and surfaces
  • Nov 5Subdivision surfaces
  • Nov 17Triangle meshes
  • Nov 19Neural scene representations & NeRF
  • Nov 243D Gaussian SplattingA2 out
Animation
  • Nov 26Quiz 2Quiz
  • Dec 1Introduction to animation
  • Dec 3Rigging and keyframing
  • Dec 9Review & discussionA2 due

Recitations Hands-on labs

  • Rec 1Setting up the development environment
  • Rec 2Vector operations (C++ classes, objects)
  • Rec 3Blinn–Phong shading
  • Rec 4Antialiasing using jittering supersampling
  • Rec 5Texture mapping
  • Rec 6Rasterization of line & triangle
  • Rec 7Shader programming & textures
  • Rec 8Perlin noise generation
  • Rec 9Terrain and water
  • Rec 10Skybox and texture blending
  • Rec 11CPU Gaussian splat renderer

Grading

Assignments40%
  • Two programming assignments (2 × 20%), coded in C++
  • Starter code provided on the GitHub repo; four weeks each
  • Graded on algorithms, performance, and code design; submit via MS Teams with brief documentation
  • Meeting the required feature set earns an A; going beyond (new features, efficiency, design) earns an A+
  • No late assignments without prior arrangement at least 48 hours in advance
Final exam25%
  • Closed book, no electronics; SMU ID required
  • Scheduled by the Registrar during the formal exam period
Quizzes20%
Recitations15%
  • 7–8 C++ exercises; best 5 count (5 × 3%)
  • Designed to help build the assignments; attendance required
  • 7 days to submit; no late submissions

Final grades follow the letter-grade scale in Section 5 of the Academic Regulations. There is no curving or rank-based grading. Final marks are truncated to one decimal place and rounded (.5–.9 up, .0–.4 down) to the nearest whole number.

Textbooks

Fundamentals of Computer Graphics
Required Fundamentals of Computer Graphics (3rd/4th ed.) Peter Shirley, Steve Marschner · A.K. Peters ISBN 978-1482229394
Realistic Ray Tracing
Reference Realistic Ray Tracing (2nd ed.) Peter Shirley, Keith Morley · A.K. Peters ISBN 1-56881-198-5
Computer Graphics and Geometric Modeling
Reference Computer Graphics and Geometric Modeling David Salomon · Springer ISBN 978-0387986821
Texturing and Modeling: A Procedural Approach
Reference Texturing and Modeling: A Procedural Approach David S. Ebert et al. · Morgan Kaufmann ISBN 978-1558608481

Key references Neural rendering

Foundational papers for the neural scene representation unit:

  • NeRFB. Mildenhall, P. P. Srinivasan, M. Tancik, J. T. Barron, R. Ramamoorthi, R. Ng. NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis. ECCV 2020.
  • 3DGSB. Kerbl, G. Kopanas, T. Leimkühler, G. Drettakis. 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM Transactions on Graphics (SIGGRAPH) 42(4), 2023.

Previous offerings

Fall 2023 · Fall 2021 · Fall 2019. Course materials, announcements, and starter code for the current term are on the course MS Teams. Questions? Show email.