Interactive 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
  7. evaluate the quality of graphical applications

Forms of Teaching

Lectures

Exercises

Partial e-learning

Independent assignments

Laboratory

Week by Week Schedule

  1. Computer graphic pipeline; Raster graphics
  2. Use of standard graphics APIs, Standard media formats
  3. Graphic primitives, Basic geometric operations (intersection calculation and proximity tests)
  4. Animation and double buffering, Representations of graphic objects
  5. Affine and coordinate system transformations
  6. Bezier curves, spline curves, and surfaces
  7. Parametric polynomial curves and surfaces, Implicit representation of curves and surfaces
  8. Midterm exam
  9. Ilumination models (local and global), Rendering in nature; Emission and scattering of light
  10. Visibility and occlusion, including solutions to this problem, Occlusion culling
  11. Shadow mapping
  12. Ray tracing
  13. Human visual systems including adaptation to light, sensitivity to noise, and flicker fusion
  14. Texture mapping (including minification and magnification)
  15. Procedural models such as fractals, and L-systems, Final exam

Study Programmes

University undergraduate
Computing (study)
Elective Courses (6. semester)
Electrical Engineering and Information Technology (study)
Elective Courses (6. semester)

Literature

Marko Čupić i Željka Mihajolović (2018.), Interaktivna računalna grafika kroz primjere u OpenGL-u”, Zavodska skripta (ažurirana i mijenjana izdanja), Zagreb, 2016. http://www.zemris.fer.hr/predmeti/irg/knjiga.pdf,
Eric Lengyel (2012.), Mathematics for 3D Game Programming and Computer Graphics, Third Edition, Cengage Learning
Tomas Akenine-Möller, Eric Haines, Naty Hoffman (2016.), Real-Time Rendering, Third Edition, CRC Press

General

ID 183359
  Summer semester
5 ECTS
L1 English Level
L2 e-Learning
45 Lectures
0 Exercises
15 Laboratory exercises
0 Project laboratory

Grading System

Excellent
Very Good
Good
Acceptable