Topics to be covered include: Homogeneous Coordinates and Geometric Transformations Quaternions and their use in Modeling 3-D Rotations and Rigid Motions Parametric and Implicit Representations for Curves Splines and Continuity Constraints B-Splines and the de Boor Algorithm Parametric Polynomial Surfaces and NURBS Subdivision Curves and Surfaces Polygon Meshes for Surface Representation and Reconstruction Constructive Solid Geometry, Binary Space Partitions, and Conversion Algorithms Surface Reconstruction from Scattered Data Points Mesh Simplification and Compression, as well as other Geometry Processing Algorithms The OpenGL pipeline. Introduction to GPU programming
Bibliography of reference
 3D Computer Graphics (3rd Edition), Alan H. Watt, Addison-Wesley, 2000.
 Computer Graphics: Principles and Practice, James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hugues, 2nd Edition in C, Addison-Wesley, 1995.
 Computer Graphics, C Version, Donald Hearn, M. Pauline Baker, 2nd Edition, Prentice Hall,1997.
 Computational Geometry in C, O'Rourke.
 The OpenGL Programming Guide, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis, Fifth Edition, Addison-Wesley, 2005.
 Geometric Modeling, Michael Mortenson, John Wiley & Sons, 1985.
 Spatial Augmented Reality: Merging Real and Virtual Worlds, Oliver Bimber, Ramesh Raskar, A K Peters, 2005.
 Real-Time Rendering, 2nd Edition, Tomas Moller, AK Peters , 2002.