Course details

Computer Graphics Principles

IZG Acad. year 2016/2017 Summer semester 6 credits

Current academic year

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.


Language of instruction



Credit+Examination (written)

Time span

39 hrs lectures, 13 hrs pc labs, 13 hrs projects

Assessment points

52 exam, 12 half-term test, 18 labs, 18 projects




Brejcha Jan, Ing. (DCGM FIT BUT)
Klepárník Petr, Ing. (DCGM FIT BUT)
Klíma Ondřej, Ing. (DCGM FIT BUT)
Kula Michal, Ing. (DCGM FIT BUT)
Milet Tomáš, Ing. (DCGM FIT BUT)
Nosko Svetozár, Ing. (DCGM FIT BUT)
Široký Adam, Ing. (DCGM FIT BUT)
Veľas Martin, Ing. (DCGM FIT BUT)

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.

Generic learning outcomes and competences

  • 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.

Study literature

  • Žára, J., Beneš, B., Felkel, P., Modern computer graphics, ComputerPress, 1999
  • Žára, J., Počítačová grafika - Principles and algorthms, GRADA, 1992
  • Course notes - Computer Graphics Principles

Fundamental literature

  • Foley, J., D., et al., Computer Graphics: Principles and Practise, Addison-Wesley, 1992
  • Watt, A., 3D Computer Graphics, Addison-Wesley, 1993
  • Watt, A., Watt, M., Advanced Animation and Rendering Techniques: Theory and Practise, Addison-Wesley, 1992
  • Watt, A., Policarpo, F., The Computer Image, Addison-Wesley, 1998
  • Thalmann, N., M., Thalmann, D., Computer Animation: Theory and Practise (Second Revised Edition), Springer-Verlag, 1990

Syllabus of lectures

  1. Introduction to computer graphics, basic principles, raster vs. vector graphics.
  2. Colors and different color models, color space reduction, black&white images.
  3. Rasterisation of basic vector primitives, antialiasing.
  4. Closed area filling.
  5. 2D clipping.
  6. 2D transformations.
  7. Curves in computer graphics.
  8. Introduction to 2D graphics API and minimalistic 2D graphic editor.
  9. 3D objects representation.
  10. Basics of 3D scene visualization, 3D transformations and projections, visibility problem.
  11. Lighting models and smooth sufrace shading. Textures and texturing.
  12. Basics of photorealistic rendering, raytracing and radiosity.
  13. Modern computer graphics, principles of 3D graphics API, rendering pipeline, etc. Introduction to OpenGL library.

Syllabus of numerical exercises

  • Laboratories overview (SDL library, tools, compilation). 
  • Graphical image formats, color space reduction.
  • Basic object rasterisation.
  • Visualization of 2D spline curves.
  • Filling of 2D closed regions.
  • 3D transformations.
  • Basics of OpenGL.

Syllabus - others, projects and individual work of students

Thematically oriented individual project.

Progress assessment

  • 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.

Exam prerequisites

Student has to get at least 20 points from the project, laboratories and the midterm exam for receiving the credit and then for entering the exam. Plagiarism will cause that involved students are not classified and disciplinary action can be initiated.

Course inclusion in study plans

  • Programme IT-BC-3, field BIT, 2nd year of study, Compulsory
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