Interactive Computer Graphics

Course Description

Interactive computer graphics is the art and science of creation, manipulation and viewing of the objects representations using computer technologies. This requires the design and construction of models that represent objects in ways that support the creation and viewing of them first, than the design of devices and techniques through which the person may interact with the model or the view and the creation of techniques for rendering and preserving the model. The goal of this course is to provide an introduction to the theory and practice of computer graphics.

General Competencies

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.

Learning Outcomes

  1. define concepts of contemporary graphics hardware
  2. apply mathematics, physics and computer programming to computer graphics applications and problem solutions
  3. develop interactive graphics applications using graphics application programming interface
  4. develop applications that implement graphics primitives and demonstrate geometrical transformations
  5. explain principles of the 3D graphics rendering and modelling
  6. 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 exam


Mid-term and final exam or classic exam

Laboratory Work


Office D331, once a week.

E-learning wiki

Grading Method

Continuous Assessment Exam
Type Threshold Percent of Grade Threshold 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

  1. Introduction. Computer graphic pipeline. Raster Graphics.
  2. Object rasterization. Discretization aliasing artifacts. Bresenham algorithm.
  3. Two-dimensional and three-dimensional computer graphics. Mathematical tools in geometric modeling. Homogeneous coordinates.
  4. Graphics primitives. Two-dimensional primitives and transformations. Three-dimensional primitives and transformations. Affine transformation. Linear interpolation, bilinear interpolation. Barycentric coordinates.
  5. Graphics software and hardware. Data structures. Graphic Standards, a graphical programming interface (API). The basics of OpenGL.
  6. Modeling of objects and scenes. Polygonal, parametric, implicit, volumetric and procedural objects. Geometrical and topological data.
  7. Midterm
  8. Bezier curve.
  9. Hidden surface removal algorithms, clipping. BSP tree and octree.
  10. Global and local illuminations models. Shading. Ray casting. Ray tracing.
  11. Radiosity. Shadows. Shadow maps, shadow volumes and soft shadows.
  12. Color and perception. Color models. Gamma correction. HDR.
  13. Texture mapping
  14. Fractal objects.
  15. Final exam

Study Programmes

University undergraduate
Computer Science (module)
(6. semester)
Information Processing (module)
Elective Courses (6. semester)
Software Engineering and Information Systems (module)
Elective Courses (6. semester)


Edward Angel (2009.), Interactive Computer Graphics: A Top-Down Approach with OpenGL,, Pearson
Marko Čupić i Željka Mihajlović (2011.), Interaktivna računalna grafika kroz primjere u OpenGL-u, zavodska skripta
Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis (2009.), OpenGL Programming Guide: The Official Guide to Learning OpenGL, Addison-Wesley
Donald Hearn and M. Pauline Baker (2003.), Computer Graphics with OpenGL, third edition, Prentice Hall

Laboratory exercises