Faculty of Information Technology, BUT

Course details

Computer Graphics

PGR Acad. year 2005/2006 Winter semester 5 credits

Current academic year

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

Czech, English

Completion

Examination (written)

Time span

39 hrs lectures, 6 hrs pc labs, 7 hrs projects

Assessment points

50 exam, 8 half-term test, 12 exercises, 30 projects

Department

Lecturer

Instructor

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.

Generic learning outcomes and competences

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 kwnowledge 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

  1. Introduction: OpenGL I - Data representation, basic rendering
  2. OpenGL II - Properties of graphics primitives, Camera setup, Transformations, Alpha-blending
  3. OpenGL III - Materials, Lighing, Texturing
  4. OpenGL IV - Advanced techniques, Shaders
  5. Global visibility: Level of Detail
  6. Realistic rendering I - Ray Tracing
  7. Realistic rendering II - Radiation methods, Particle methods, Path tracing, Light maps
  8. Texture generation, Procedural texturing, Special textures, Texturing
  9. Volume rendering, Volumetric data processing
  10. Points as scene elements
  11. 2D vector and raster morphing: Animation I 
  12. Animation II - Particle systems

Syllabus of computer exercises

  1. 2D drawing, 3D objects, Camera setup
  2. Shading, Lighting, Materials, Texturing
  3. Animation, Selection buffer, Stencil buffer

Syllabus - others, projects and individual work of students

  1. Individually assigned projects

Progress assessment

  • Mid-term test - up to 8 points
  • Evaluated computer labs - up to 12 points
  • Individual project - up to 30 points
  • Written exam - up to 50 points

Controlled instruction

The evaluated teaching activities include mid-term test, evaluated computer excercises, individual project, and final exam. The mid-term test does not have correction option, the final exam has two possible correction terms.
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