PGR Acad. year 2020/2021 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.
Language of instruction
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.
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.
Why is the course taught
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 object transformations, visibility solving, lighting, shading, and texturing.
- 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
- Graham Sellers , Richard S Wright Jr., et al.: OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition), Addison-Wesley Professional; 7 edition (July 31, 2015), ISBN 978-0672337475
- Frank Luna: Introduction to 3D Game Programming with DirectX 12, Mercury Learning & Information; Pap/DVD edition (March 24, 2016), ISBN: 978-1942270065
- Steven J. Gortler: Foundations of 3D Computer Graphics (The MIT Press), The MIT Press (July 13, 2012), ISBN: 978-0262017350
- Eric Lengyel: Mathematics for 3D Game Programming and Computer Graphics, Third Edition, Cengage Learning PTR; 3rd edition (June 2, 2011), ISBN: 978-1435458864
- John F. Hughes: Computer Graphics: Principles and Practice (3rd Edition), Addison-Wesley Professional; 3 edition (July 20, 2013), ISBN: 978-0321399526
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
Syllabus - others, projects and individual work of students
- Individually assigned projects / Team projects
- Mid-term test - up to 7 points
- Evaluated computer labs - up to 12 points
- Individual project - up to 30 points
- Written exam - up to 51 points, min. 20 points
Mid-term test, evaluated computer labs, and individual project.
To obtain the score from the final exam, the student must gain at least 20 points. In the opposite case, 0 points are gained from the exam. Missed lab excerice can be replaced at a different term of the excercise with the same subject.
|Wed||exam||2021-01-20||E104 E105||09:00||10:50||1MIT 2MIT||1. oprava|
|Thu||lecture||lectures||G202||08:00||10:50||1MIT 2MIT||NGRI NVIZ xx|
|Thu||exam||2021-01-14||A112 A113 E105||10:00||11:50||1MIT 2MIT||řádná|
|Thu||exam||2021-01-28||E104 E105||12:00||13:50||1MIT 2MIT||2. oprava|
Course inclusion in study plans
- Programme IT-MSC-2, field MBI, MBS, MIN, MMI, MMM, MSK, any year of study, Elective
- Programme IT-MSC-2, field MGM, 1st year of study, Compulsory
- Programme IT-MSC-2, field MIS, 1st year of study, Elective
- Programme IT-MSC-2, field MPV, any year of study, Compulsory-Elective group G
- Programme MITAI, specialisation NADE, NBIO, NCPS, NEMB, NHPC, NIDE, NISD, NISY, NMAL, NMAT, NNET, NSEC, NSEN, NSPE, NVER, any year of study, Elective
- Programme MITAI, specialisation NGRI, 1st year of study, Compulsory
- Programme MITAI, specialisation NVIZ, any year of study, Compulsory