Course details
Computer Graphics Principles
IZG Acad. year 2016/2017 Summer semester 6 credits
Overview of fundamental principles of computer graphics (vector and raster based) and his consequence for real graphical applications. Basic operations to be performed in 2D and 3D computer graphics. Specification of principles and usage of main graphical interfaces. Methods and algorithms for drawing lines, circles and curves (Bezier, B-spline, NURBS) in 2D. Principles of closed areas clipping and filling. Methods and solutions for: 2D/3D object transformations, visibility problem, lighting, shading and texturing. Photorealistic rendering of 3D scenes. Different methods of 3D geometry representation. Image processing and antialiasing methods.
Guarantor
Language of instruction
Completion
Time span
- 39 hrs lectures
- 13 hrs pc labs
- 13 hrs projects
Assessment points
- 52 pts final exam (written part)
- 12 pts mid-term test (written part)
- 18 pts labs
- 18 pts projects
Department
Subject specific learning outcomes and competences
- Student will get acquaint with the basic principles of 2D and 3D computer graphics.
- Student will learn the fundamentals of using main graphical programming interfaces.
- He/she will get acquaint with algorithms for rasterisation and clipping of 2D graphic primitives and filling of closed regions.
- He/she will learn algorithms for 2D and 3D transformations, visibility solution, lighting, shading and texturing.
- Student will learn the fundamentals of photorealistic rendering of 3D scenes.
- He/she will get acquaint with different techniques of 3D objects geometry representation.
- He/she will get acquaint with basic signal processing and antialiasing.
- He/she will practice implementation of vector and raster based graphic algorithms.
- The students will learn how to solve simple problems, individually or in small teams.
- They will also improve their practical programming skills and knowledge of development tools.
Learning objectives
To provide overview of basics principles of 2D and 3D computer graphics. To get acquaint with the vector based object representation and drawing. To learn methods of 2D objects rasterisation and clipping, 2D closed areas filling, 2D and 3D transformations, visibility problem solutions, lighting, shading and texturing. To get acquaint with the basic principles of main 2D and 3D graphical interfaces. To overrule the implementation issues in real graphical applications.
Prerequisite knowledge and skills
There are no prerequisites
Study literature
- Hughes, John F., et al., Computer Graphics: Principles and Practice, Third Edition, Addison-Wesley, 2014
- Lengyel, E.: Mathematics for 3D Game Programming and Computer Graphics, Third Edition, 3rd Edition, 2012
Syllabus of lectures
- Introduction to computer graphics, basic principles, raster vs. vector graphics.
- Colors and different color models, color space reduction, black&white images.
- Rasterisation of basic vector primitives, antialiasing.
- Closed area filling.
- 2D clipping.
- 2D transformations.
- Curves in computer graphics.
- Introduction to 2D graphics API and minimalistic 2D graphic editor.
- 3D objects representation.
- Basics of 3D scene visualization, 3D transformations and projections, visibility problem.
- Lighting models and smooth sufrace shading. Textures and texturing.
- Basics of photorealistic rendering, raytracing and radiosity.
- Modern computer graphics, principles of 3D graphics API, rendering pipeline, etc. Introduction to OpenGL library.
Progress assessment
Controlled instruction
- Project - 18 points.
- Evaluated laboratory tasks, 6 x 3 bodů - 18 points.
- Midterm written exam - 12 point.
- Final written examination - 52 points.
- Minimum for final written exemination is 20 points.
- Minimum to pass the course according to the ECTS assessment - 50 points.
Course inclusion in study plans