Faculty of Information Technology, BUT

Course details

Advanced Computer Graphics

PGP Acad. year 2011/2012 Winter semester 5 credits

Current academic year

Scene representation for dynamic rendering, mathematical and procedural textures - design, rendering and animation, real-time rendering of complex scenes, design and implementation of animation system for articulated structures, dynamics in computer animation, soft-object animation, facial and behavioural animation, special rendering methods and techniques (non-realistic rendering, special effects).

Guarantor

Language of instruction

Czech

Completion

Examination (written)

Time span

26 hrs lectures, 26 hrs projects

Assessment points

51 exam, 9 half-term test, 40 projects

Department

Lecturer

Instructor

Mlích Jozef, Ing. (DCGM FIT BUT)
Navrátil Jan, Ing., Ph.D. (DCGM FIT BUT)

Subject specific learning outcomes and competences

The students will get acquainted with the advanced computer animation and computer graphics methods suitable for dynamic and large scale scenes. They will also learn how to practically implement selected algorithms through projects.

Generic learning outcomes and competences

The students will practise teamwork on the projects, worki with literature, and practical experience with C/C++ language.

Learning objectives

To get acquainted with the advanced computer animation and computer graphics methods suitable for dynamic and large scale scenes. To learn how to practically implement selected algorithms through projects.

Prerequisites

Study literature

  • Moeller, T., Haines, E., Real-time Rendering, AK Peters, 1999, ISBN 1569911012

Fundamental literature

  • 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 0-12-228760-6 
  • Thalmann, N., M., Thalmann, D., Interactive Computer Animation, Prentice Hall, 1996, ISBN 0-13-518309-X

Syllabus of lectures

  1. Introduction, limits of computer graphics
  2. Large scenes, level of detail
  3. Shaders
  4. Optimized ray tracing
  5. Landscape rendering
  6. Scenes with high dynamic range
  7. Animation of bone structures, "motion capture"
  8. Haptic a stereoimaging
  9. Virtual and augmented reality
  10. Design and structure for 3D rendering
  11. Holograms
  12. Conclusion

Syllabus - others, projects and individual work of students

  1. Homeworks (5 runs) at the beginning of semester
  2. Individually assigned projects.

Progress assessment

Mid-term test, individual project.

Course inclusion in study plans

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