Course details
Computer Graphics
PGRe Acad. year 2017/2018 Winter semester 5 credits
Introduction, OpenGL graphics library - basics of rendering, drawing of graphics primitives, their features, camera settings, materials and lighting, textures, MIP mapping, filtration, rendering, textures (generation, procedural textures, special textures), volume data rendering, ray tracing advanced methods, radiation methods, morphing - 2D raster and 2D vector, global visibility, virtual reality, simulation and visualization of particle systems, free deformation, soft tissue animation, articulated structures animation.
Guarantor
Language of instruction
Completion
Time span
- 39 hrs lectures
- 6 hrs pc labs
- 7 hrs projects
Assessment points
- 51 pts final exam (written part)
- 7 pts mid-term test (written part)
- 16 pts numeric exercises
- 26 pts projects
Department
Subject specific learning outcomes and competences
The students will learn about theoretical background of spatial computer graphics. They get acquainted with tools for graphics scenes modelling. They learn limitations imposed to physical nature of light propagation in computer graphics, principles of methods and algorithms of spatial computer graphics, and principles of computer animation. They get acquainted with OpenGL graphics library, too. Students also acquire practical skills needed for application development with computer graphics or computer animation features.
The students will learn to work in team. They will also improve their skills in development tools usage and also in practical C/C++ programming.
Learning objectives
To learn about theoretical background of spatial computer graphics. To get acquainted with tools for graphics scenes modelling. To learn limitations imposed by physical nature of light propagation in computer graphics. To learn principles of methods and algorithms of spatial computer graphics. To learn principles of computer animation. To get acquainted with OpenGL graphics library. To acquire practical skills needed for application development with computer graphics or computer animation features.
Prerequisite knowledge and skills
Basic knowledge of C/C++ programming, basic principles of computer graphics (vector and raster), basic operations of planar (2D) and spatial (3D) graphics, principles of main graphics application interfaces, methods and algorithms for rasterization of lines, circles and curves, filling of closed areas, methods and algorithms for pbject transformations, visibility solving, lighting, shading, and texturing.
Study literature
- Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
- Foley, J.D., Van Dam, A.: Fundamentals of Interactive Computer Graphics, Addison-Wesley 1983, USA, ISBN 0-201-14468-9
Fundamental literature
- Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
- Moeller, T., Haines, E.: Real-time Rendering, AK Peters, 1999, ISBN 1569911012
- Sillion, F., Puech, C.: Radiosity and Global Illumination, Morgan Kaufmann, 1994, ISBN 1558602771
- Ebert, D.S. et al.: Texturing and Modelling: A Procedural Approach, Academic Press, 1998, ISBN 0122287304
- Foley, J.D., Van Dam, A.: Fundamentals of Interactive Computer Graphics, Addison-Wesley 1983, USA, ISBN 0-201-14468-9
Syllabus of lectures
- Introduction, OpenGL graphics library - basics of rendering
- OpenGL graphics library - drawing of graphics primitives, their features, camera settings
- OpenGL graphics library - materials and lighting
- OpenGL graphics library - textures, MIP mapping, filtration
- OpenGL graphic library - advanced techniques, shaders
- Global visibility; Level of Detail
- Rendering and processing volumetric data
- Realistic rendering - Ray Tracing
- Realistic rendering - Radiosity, Particle methods, Path tracing
- Textures (generation, procedural textures, special textures)
- Point-based graphics
- 2D vector and raster morphing; Animation - particle systems
- Virtual and augmented reality
Syllabus of computer exercises
- 2D drawing, 3D objects, Camera setup
- Shading, Lighting, Materials, Texturing
- Animation, Selection buffer, Stencil buffer
Progress assessment
Study evaluation is based on marks obtained for specified items. Minimimum number of marks to pass is 50.
Controlled instruction
Mid-term test, evaluated computer labs, and individual project.