CS 315 in Fall 2026

Weekly Schedule (Tentative)

Week of Meetings Topics Items of Note
MonWed
Aug 31, 2026 01

New Course Orientation

Sep 7, 2026 02

Labour Day

Sep 14, 2026 03 04
Sep 21, 2026 05 06
Sep 28, 2026 07

National Day for Truth and Reconciliation

Oct 5, 2026 08 09
Oct 12, 2026 10

Thanksgiving

Oct 19, 2026 11 12
Oct 26, 2026 13 14
Nov 2, 2026 15 16
Nov 9, 2026

Fall Reading Week; Remembrance Day

Nov 16, 2026 17 18
Nov 23, 2026 19 20
Nov 30, 2026 21 22
Dec 7, 2026 23

Office Hours and Semester Schedule

--- layout: default --- # SCHEDULE STUB
TimeMonTueWedThuFri
08:30–09:00
09:00–09:30
09:30–10:00 Research
10:00–10:30 CS-315CL-126 CS-315CL-126
10:30–11:00
11:00–11:30
11:30–12:00Office hoursOffice hoursOffice hours
12:00–12:30
12:30–13:00 Reserved
13:00–13:30
13:30–14:00
14:00–14:30
14:30–15:00
15:00–15:30
15:30–16:00
16:00–16:30
16:30–17:00
17:00–17:30
  • Class
  • Office hours
  • Research
  • Reserved

Topics and Learning Outcomes

The Topics and Learning Outcomes below, for the Knowledge Units within each Knowledge Area explored in this course, are drawn from the ACM/IEEE-CS/AAAI Computer Science Curricula (CS2023) .

Reading this section:

  • Items are grouped by coreness. Those above the KA Core divider are CS Core (expected in every accredited program); those below it are KA Core (core to this area, typically covered when the unit is taught in depth).
  • Grey text marks Topics and Learning Outcomes that are not covered in this course offering.
  • Nested sub-points are lettered and roman-numbered by depth; the numbering is generated from the curriculum outline, not authored.

GIT / Fundamental Concepts

Graphics and Interactive Techniques

Computer graphics is the term used to describe the computer generation and manipulation of images and can be viewed as the science of enabling visual communication through computation. Its application domains include animation, CGI and VFX; engineering; machine learning; medical imaging; scientific, information, and knowledge visualization; simulators; special effects; user interfaces; and video games. # … paste the rest of the cleaned preamble_GIT prose here as one block …

For nearly every computer scientist and software developer, an understanding of how humans interact with machines is essential.

Topics
1. Uses of computer graphics and interactive techniques and their potential risks and abuses.
a. Entertainment, business, and scientific applications: e.g., visual effects, generative imagery, computer vision, machine learning, user interfaces, video editing, games and game engines, computer-aided design and manufacturing, data visualization, and virtual/augmented/mixed reality
b. Intellectual property, deep fakes, facial recognition, privacy(see SEP-DEIA, SEP-Privacy, SEP-IP, SEP-Professional-Ethics)
2. Graphic output
a. Displays (e.g., LCD)
b. Printers
c. Analog film
d. Concepts
i. Resolution (e.g., pixels, dots)
ii. Aspect ratio
iii. Frame rate
3. Human vision system
a. Tristimulus reception (RGB)
b. Eye as a camera (projection)
c. Persistence of vision (frame rate, motion blur)
d. Contrast (detection, Mach banding, dithering/aliasing)
e. Non-linear response (dynamic range, tone mapping)
f. Binocular vision (stereo)
g. Accessibility (color deficiency, strobing, monocular vision, etc.)(see SEP-DEIA, HCI-User)
4. Standard image formats
a. Raster
i. Lossless (e.g., TIF)
ii. Lossy (e.g., JPG, GIF, etc.)
b. Vector (e.g., SVG, Adobe Illustrator)
5. Digitization of analog data
a. Rasterization
b. Resolution
c. Sampling and quantization
6. Color models: additive (RGB), subtractive (CMYK), and color perception (HSV)
7. Tradeoffs between storing image data and re-computing image data
8. Spatialization: coordinate systems, absolute and relative positioning
9. Animation as a sequence of still images

KA Core
10. Applied interactive graphics (e.g., processing, python)
11. Display characteristics (protocols and ports)
Learning Outcomes
1. Identify common uses of digital presentation to humans (e.g., computer graphics, sound).
2. Describe how analog signals can be reasonably represented by discrete samples, for example, how images can be represented by pixels.
3. Compute the memory requirement for storing a color image given its resolution.
4. Create a graphic depicting how the limits of human perception affect choices about the digital representation of analog signals.
5. Indicate when and why you should use each of the following common file formats: JPG, PNG, MP3, MP4, and GIF.
6. Describe color models and their use in graphics display devices.
7. Compute the memory requirements for a multi-second movie (lasting n seconds) displaying at a specific framerate (f frames per second) at a specified resolution (r pixels per frame).
8. Compare and contrast digital video to analog video.
9. Describe the basic process of producing continuous motion from a sequence of discrete frames (sometimes called “flicker fusion”).
10. Describe a possible visual misrepresentation that could result from digitally sampling an analog world.
11. Compute memory space requirements based on resolution and color coding.
12. Compute time requirements based on refresh rates and rasterization techniques.

KA Core
13. Design a user interface and an alternative for persons with color perception deficiency.
14. Construct a simple graphical user interface using a graphics library.