BCA608 - COMPUTATIONAL GOEMETRY

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
COMPUTATIONAL GOEMETRY BCA608 Any Semester/Year 3 0 3 7.5
PrequisitesCalculus, Linear Algebra, Analytic Geometry, Data Structures, Object Oriented Programming
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Question and Answer
Experiment
Drill and Practice
Problem Solving
 
Instructor (s) 
Course objectiveComputational geometry is the study of efficient algorithms to solve geometric problems. In this course students design algorithms and analyze their efficiency in solving geometric problems. 
Learning outcomes
  1. At the end of this course a student
  2. ? able to analyze the algorithms
  3. ? describe and use geometric data structures in programs such as point, line, polygon, triangle
  4. ? use intersection algorithms between lines and learn how to compute the overlay of two subdivisions
  5. ? use monotone polygon triangulations algorithm
  6. ? describe Delaunay Triangulations Algorithm
  7. ? describe Voronoi Regions
Course ContentAnalysis of Algorithms, Geometric Data Structures, Line Segment Intersection, Polygon Triangulation, Orthogonal Range Searching, Point Location 
References? M. J. Laszlo; Computational Geometry and Computer Graphics in C++ (1996)
? M. De Bery, M. Van Vrequeld, M. Overmars, O. Schwarzkoof; Computational Geometry (1997)
 

Course outline weekly

WeeksTopics
Week 1Introduction to computational geometry , typical problems in computer graphics and machine vision , algorithm complexity and robustness
Week 2Linked Lists, Lists, Stacks, Binary Search Trees, Braided Binary Search Trees, Randomized Search Trees. Quiz I
Week 3Vectors, Points, Polygons, Edges, Geometric Objects in Space, Finding the Intersection of a Line and a Triangle
Week 4Finding Star-Shaped Polygons, Finding Convex Hulls: Insertion Hull; Point Enclosure: The Ray-Shooting Method. The Signed Angle Method, Quiz II
Week 5Line Clipping: The Cyrus-Beck Algorithm; Polygon Clipping: The Sutherland-Hodgman Algorithm.
Week 6Triangulating Monotone Polygons. Quiz III
Week 7Finding Convex Hulls: Gift-Wrapping; Finding Complex Hulls: Graham Scan.
Week 8Removing Hidden Surfaces: The Depth-Sort Algorithm; Intersection of Convex Polygons. Quiz IV
Week 9Finding Delaunay Triangulations.
Week 10Finding the Intersections of Line Segments; Finding Convex Hulls: Insertion Hull , Quiz V
Week 11Contour of the Union of Rectangles; Decomposing Polygons into Monotone Pieces.
Week 12Computing the Intersection of Half-Planes; Finding the Kernel of a Polygon, Quiz VI
Week 13Finding Voronoi Regions; Closest Points; Polygon Triangulation.
Week 14Finding Star-Shaped Polygons; Finding Convex Hulls: Insertion Hull; Point Enclosure: The Ray-Shooting Method., Quiz VII
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance145
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments00
Presentation00
Project00
Seminar00
Midterms760
Final exam135
Total100
Percentage of semester activities contributing grade succes065
Percentage of final exam contributing grade succes035
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14570
Presentation / Seminar Preparation000
Project000
Homework assignment000
Midterms (Study duration)7856
Final Exam (Study duration) 12020
Total Workload3636188

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies.  X   
2. Grasps the interdisciplinary interactions inherent to the field.  X  
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. X   
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. X   
5. Has the ability to effectively participate in a team created to achieve a common goal. X   
6. Possesses the ability to effectively participate in a team created to achieve a common goal.  X  
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions.  X  
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline.    X
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation.   X 
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. X   
11. Apply principles of biomechanics and physics to animation X   
12. Uses procedural or interactive mechanisms to create animations. X   
13. Implements appropriate AI techniques in game development. X   

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest