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.
Supervisor
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, English
Work placements
Not applicable.
Course curriculum
- Syllabus of lectures:
- Introduction, OpenGL graphics library - basics of rendering
- OpenGL graphics library - drawing of graphics primitives, their features, camera settings
- OpenGL graphics library - materials and lighting
- OpenGL graphics library - textures, MIP mapping, filtration
- OpenGL graphic library - advanced techniques, shaders
- Global visibility; Level of Detail
- Rendering and processing volumetric data
- Realistic rendering - Ray Tracing
- Realistic rendering - Radiosity, Particle methods, Path tracing
- Textures (generation, procedural textures, special textures)
- Point-based graphics
- 2D vector and raster morphing; Animation - particle systems
- Virtual and augmented reality
- 2D drawing, 3D objects, Camera setup
- Shading, Lighting, Materials, Texturing
- Animation, Selection buffer, Stencil buffer
- Individually assigned projects / Team projects
Syllabus of computer exercises:
Syllabus - others, projects and individual work of students:
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, elective
branch MPV , any year of study, winter semester, 5 credits, compulsory-optional
branch MSK , any year of study, winter semester, 5 credits, elective
branch MBS , any year of study, winter semester, 5 credits, elective
branch MIN , any year of study, winter semester, 5 credits, elective
branch MMI , any year of study, winter semester, 5 credits, elective
branch MMM , any year of study, winter semester, 5 credits, elective
branch MGM , 1. year of study, winter semester, 5 credits, compulsory
branch MIS , 1. year of study, winter semester, 5 credits, elective
Type of course unit
Lecture
39 hours, optionally
Teacher / Lecturer
Syllabus
- Introduction, OpenGL graphics library - basics of rendering
- OpenGL graphics library - drawing of graphics primitives, their features, camera settings
- OpenGL graphics library - materials and lighting
- OpenGL graphics library - textures, MIP mapping, filtration
- OpenGL graphic library - advanced techniques, shaders
- Global visibility; Level of Detail
- Rendering and processing volumetric data
- Realistic rendering - Ray Tracing
- Realistic rendering - Radiosity, Particle methods, Path tracing
- Textures (generation, procedural textures, special textures)
- Point-based graphics
- 2D vector and raster morphing; Animation - particle systems
- Virtual and augmented reality
Exercise in computer lab
6 hours, compulsory
Teacher / Lecturer
Syllabus
- 2D drawing, 3D objects, Camera setup
- Shading, Lighting, Materials, Texturing
- Animation, Selection buffer, Stencil buffer
Project
7 hours, compulsory
Teacher / Lecturer
Syllabus
- Individually assigned projects / Team projects