Course detail

Computer Graphics

FIT-PGRAcad. year: 2018/2019

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.

Learning outcomes of the course unit

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.
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.

Prerequisites

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.

Co-requisites

Not applicable.

Recommended optional programme components

Not applicable.

Recommended or required reading

  • Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
  • Sochor, J., Žára, J.: Algoritmy počítačové grafiky, lectures EF ČVUT, Prague 1994, ISBN 80-251-0454-0

  • Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
  • 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 0122287304
  • Foley, J.D, Van Dam, A.: Fundamentals of Interactive Computer Graphics, Addison-Wesley 1983, USA, ISBN 0-201-14468-9

Planned learning activities and teaching methods

Not applicable.

Assesment methods and criteria linked to learning outcomes


  • 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

Language of instruction

Czech

Work placements

Not applicable.

Course curriculum

    Syllabus of lectures:
    1. Introduction, OpenGL graphics library - basics of rendering
    2. OpenGL graphics library - drawing of graphics primitives, their features, camera settings
    3. OpenGL graphics library - materials and lighting
    4. OpenGL graphics library - textures, MIP mapping, filtration
    5. OpenGL graphic library - advanced techniques, shaders
    6. Global visibility; Level of Detail
    7. Rendering and processing volumetric data
    8. Realistic rendering - Ray Tracing
    9. Realistic rendering - Radiosity, Particle methods, Path tracing
    10. Textures (generation, procedural textures, special textures)
    11. Point-based graphics
    12. 2D vector and raster morphing; Animation - particle systems
    13. Virtual and augmented reality

    Syllabus of computer exercises:
    1. 2D drawing, 3D objects, Camera setup
    2. Shading, Lighting, Materials, Texturing
    3. Animation, Selection buffer, Stencil buffer

    Syllabus - others, projects and individual work of students:
    1. Individually assigned projects / Team projects

Aims

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.

Specification of controlled education, way of implementation and compensation for absences

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.

Classification of course in study plans

  • Programme IT-MGR-2 Master's

    branch MBI , any year of study, winter semester, 5 credits, optional
    branch MPV , any year of study, winter semester, 5 credits, compulsory-optional
    branch MSK , any year of study, winter semester, 5 credits, optional
    branch MBS , any year of study, winter semester, 5 credits, optional
    branch MIN , any year of study, winter semester, 5 credits, optional
    branch MMI , any year of study, winter semester, 5 credits, optional
    branch MMM , any year of study, winter semester, 5 credits, optional
    branch MGM , 1. year of study, winter semester, 5 credits, compulsory
    branch MIS , 1. year of study, winter semester, 5 credits, optional

Type of course unit

 

Lecture

39 hours, optionally

Teacher / Lecturer

Syllabus


  1. Introduction, OpenGL graphics library - basics of rendering
  2. OpenGL graphics library - drawing of graphics primitives, their features, camera settings
  3. OpenGL graphics library - materials and lighting
  4. OpenGL graphics library - textures, MIP mapping, filtration
  5. OpenGL graphic library - advanced techniques, shaders
  6. Global visibility; Level of Detail
  7. Rendering and processing volumetric data
  8. Realistic rendering - Ray Tracing
  9. Realistic rendering - Radiosity, Particle methods, Path tracing
  10. Textures (generation, procedural textures, special textures)
  11. Point-based graphics
  12. 2D vector and raster morphing; Animation - particle systems
  13. Virtual and augmented reality

Computer exercise

6 hours, compulsory

Teacher / Lecturer

Syllabus


  1. 2D drawing, 3D objects, Camera setup
  2. Shading, Lighting, Materials, Texturing
  3. Animation, Selection buffer, Stencil buffer

Projects

7 hours, compulsory

Teacher / Lecturer

Syllabus


  1. Individually assigned projects / Team projects

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