Computer Graphics Principles
IZG Acad. year 2020/2021 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 and NURBS) in 2D. Principles of closed areas clipping and filling. Methods and solutions for 2D/3D object transformations, visibility problem, lighting, shading and texturing. Basics of the photorealistic rendering of 3D scenes. Different methods of 3D geometry representation. Alias in computer graphics and antialiasing methods.
Language of instruction
Subject specific learning outcomes and competences
- The student will get acquainted with the basic principles of 2D and 3D computer graphics.
- The student will learn the fundamentals of using main graphical programming interfaces.
- He/she will get acquaint with algorithms for rasterisation and clipping of 2D graphics primitives and filling of closed regions.
- He/she will learn algorithms for 2D and 3D transformations, visibility solution, lighting, shading and texturing.
- The student will learn the fundamentals of the photorealistic rendering of 3D scenes.
- He/she will get acquainted with different techniques of 3D objects geometry representation.
- He/she will get acquainted with sources of alias and basics of antialiasing methods.
- He/she will practice implementation of vector and raster based graphics 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.
To provide an overview of the basics principles of 2D and 3D computer graphics. To get acquainted 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 acquainted with the basic principles of main 2D and 3D graphical interfaces. To overrule the implementation issues in real graphical applications.
Why is the course taught
Nowadays computer graphics are everywhere. We meet it daily while watching movies and playing games (3D modelling and rendering) or using graphical user interfaces of different SW applications. This is because the graphical expression is a very effective way of passing information between computer and human.
Whether you are going to do computer graphics professionally, or you would just need to 'draw something', it's important to understand basic principles and methods of computer graphics from the perspective of the programmer.
Yes, there are many high-level graphical libraries, however, without this basic knowledge, you can not work effectively with them.
The lectures are dedicated to the theoretical aspects of 2D and 3D graphics principles and algorithms (how it works, what are the problems, how to solve them, etc.) and the laboratories together with the project are dedicated to the practical implementation of the algorithms and methods (how to do it, how to implement it in your code, etc.).
Prerequisite kwnowledge and skills
- It is essential to have basic knowledge of programming in C language.
- Beneš, B., Sochor, J., Felkel, P., Žára, J.: Moderní počítačová grafika, 2. vydání, ComputerPress, 2005
- Lengyel, E.: Mathematics for 3D Game Programming and Computer Graphics, Third Edition, 3rd Edition, 2012
- Course slides and lecture recordings
- 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
- Thalmann, N., M., Thalmann, D., Computer Animation: Theory and Practise (Second Revised Edition), Springer-Verlag, 1990
Syllabus of lectures
- Introduction to computer graphics - raster vs. vector graphics. Colours and colour models, colour space reduction, black&white images.
- Rasterisation of basic vector primitives
- Antialiasing. 2D clipping.
- Closed area filling.
- 2D and 3D transformations.
- Introduction to 2D graphics API and minimalistic 2D graphic application.
- Curves in computer graphics.
- Basics of 3D scene visualization, 3D transformations and projections.
- 3D object representations.
- Lighting models and smooth surface shading. Introduction to the OpenGL library.
- Visibility problem.
- Textures and texturing. Modern computer graphics, principles of 3D graphics API, rendering pipeline, etc.
- Basics of photorealistic rendering, raytracing and radiosity.
Syllabus of computer exercises
- Graphical image formats and colour 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.
- Project - 18 points.
- Evaluated laboratory tasks, 6 x 3 bodů - 18 points.
- Midterm written exam - 12 point.
- Final written examination - 52 points.
- Minimum for the final written examination is 20 points.
- Minimum to pass the course according to the ECTS assessment - 50 points.
- The project needs to be submitted to the faculty information system and is evaluated at the end of the semester.
- Laboratory tasks are evaluated during them.
- Midterm and final written exams.
- In justified cases, it is possible to accomplish laboratories on another date, and the mid-term exam by extending the final exam.
The 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