Interactive Computer Graphics
This course introduces students to the theory and practice of interactive computer graphics. Its principal aim is to teach the fundamental principles of two- and three-dimensional interactive computer graphics. OpenGL is used as the API platform for practical programming exercises, and as an example of a system which incorporates many of the fundamental ideas and algorithms of computer graphics.
- define concepts of contemporary graphics hardware
- apply mathematics, physics and computer programming to computer graphics applications and problem solutions
- develop interactive graphics applications using graphics application programming interface
- develop applications that implement graphics primitives and demonstrate geometrical transformations
- explain principles of the 3D graphics rendering and modelling
- solve problems in 3D graphics and develop graphical applications
Forms of Teaching
7 weeks x 3 hours Mid-term exam 6 weeks x 3 hours Final examExams
Mid-term and final exam or classic examLaboratory Work
Office D331, once a week.E-learning
|Type||Threshold||Percent of Grade||Comment:||Percent of Grade|
|Laboratory Exercises||0 %||15 %||0 %||0 %|
|Homeworks||0 %||5 %||0 %||0 %|
|Quizzes||0 %||8 %||0 %||0 %|
|Attendance||0 %||2 %||0 %||0 %|
|Mid Term Exam: Written||0 %||30 %||0 %|
|Final Exam: Written||0 %||40 %|
|Exam: Written||0 %||50 %|
|Exam: Oral||50 %|
Week by Week Schedule
- Introduction. Computer graphic pipeline. Raster Graphics.
- Object rasterization. Discretization aliasing artifacts. Bresenham algorithm.
- Two-dimensional and three-dimensional computer graphics. Mathematical tools in geometric modeling. Homogeneous coordinates.
- Graphics primitives. Two-dimensional primitives and transformations. Three-dimensional primitives and transformations. Affine transformation. Linear interpolation, bilinear interpolation. Barycentric coordinates.
- Graphics software and hardware. Data structures. Graphic Standards, a graphical programming interface (API). The basics of OpenGL.
- Modeling of objects and scenes. Polygonal, parametric, implicit, volumetric and procedural objects. Geometrical and topological data.
- Bezier curve.
- Hidden surface removal algorithms, clipping. BSP tree and octree.
- Global and local illuminations models. Shading. Ray casting. Ray tracing.
- Radiosity. Shadows. Shadow maps, shadow volumes and soft shadows.
- Color and perception. Color models. Gamma correction. HDR.
- Texture mapping
- Fractal objects.
- Final exam