View Python projects from Scientific Computing (.pdf)
View project by Jordan Kirsch '20 from Scientific Computing (.pdf)
View the Python projects from Multimedia Computing (.pdf)
Computer Science 253 Theory of Computation
Lindenmayer Systems Lab (.pdf)
Short Stories with a Theory of Computation Theme:
- "The Tale of the Cursed Beekeeper" by Daniel Norris (.pdf)
- "Choose Your Own Adventure: How Much Power Do I Need?" by Ellen Wagner (.pdf)
- "The Not So Clever but Definitely Lazy CS Student" by Joe Pletcher (.pdf)
- "Beating Tetris" by Kenda Albertson (.pdf)
- "A Short Story" by Mark Wellons (.pdf)
- "Musical Analysis Proves Britney Spears is Not Like J.S. Bach" by Matt Snively (.pdf)
- "Theory of Travel Computation" by Rick Drushal (.pdf)
- "Chip's Mighty Challenge" by Robert Taylor (.pdf)
- "The Story of the TA" by Traian Andrei (.pdf)
- "The Lowry Caper" by Zachary Patterson (.pdf)
Computer Science 356 Computer Graphics
Abbreviated lab and project descriptions are provided below. All implementations use the OpenGL and GLUT APIs.
- Lab 1 Use all of the OpenGL graphics primitives to draw a 2D orthographic scene.
- Lab2 - Apply simple 3D rotations and translations to a smooth shaded GLUT quadric object.
- Lab 3 Use composed 3D transformations, input events, and an animation loop to simulate a "whirlygig" hierarchical object.
- Lab 4 Apply texture maps to simple GLUT or user defined objects.
- Lab 5 Investigate the OpenGL lighting model using emissive, diffuse and specular reflections for a positional light source.
- Lab 6 Draw hermite and bezier joined curves with C0 continuity.
- Group Project 1 Show the orthographic elevations of an architectural model.
- Group Project 2 Design a complex hierarchical 3D model of a "real world" object and create a "realistic" animation of the object.
- Group Project 3 Create a 3D world through which an observer may navigate.
- Group Project 4 Design a fractal terrain using Fourier's "diamond-square" algorithm. The terrain is colored based on elevation and is shadowed based on the light ray intersection with terrain polygons. Texturing, blending, or multi-texturing may be applied.