Computer Graphics Principles
|Hour/sem||Lectures||Sem. Exercises||Lab. exercises||Comp. exercises||Other|
|Guarantee:||Španěl Michal, Ing., Ph.D., DCGM|
|Lecturer:||Milet Tomáš, Ing., DCGM|
Španěl Michal, Ing., Ph.D., DCGM
|Instructor:||Bobák Petr, Ing., DCGM|
Brejcha Jan, Ing., DCGM
Milet Tomáš, Ing., DCGM
Mošner Ladislav, Ing., DCGM
Tomešek Jan, Ing., DCGM
Veľas Martin, Ing., DCGM
|Faculty:||Faculty of Information Technology BUT|
|Department:||Department of Computer Graphics and Multimedia FIT BUT|
| || ||To provide overview of basics principles of 2D and 3D computer graphics. To get acquaint with the vector based object representation and drawing. To learn methods of 2D objects rasterisation and clipping, 2D closed areas filling, 2D and 3D transformations, visibility problem solutions, lighting, shading and texturing. To get acquaint with the basic principles of main 2D and 3D graphical interfaces. To overrule the implementation issues in real graphical applications.|
| || ||Overview of fundamental principles of computer graphics (vector and raster based) and his consequence for real graphical applications. Basic operations to be performed in 2D and 3D computer graphics. Specification of principles and usage of main graphical interfaces. Methods and algorithms for drawing lines, circles and curves (Bezier, B-spline, NURBS) in 2D. Principles of closed areas clipping and filling. Methods and solutions for: 2D/3D object transformations, visibility problem, lighting, shading and texturing. Photorealistic rendering of 3D scenes. Different methods of 3D geometry representation. Image processing and antialiasing methods.|
|Subject specific learning outcomes and competences:|
| || |
- Student will get acquaint with the basic principles of 2D and 3D computer graphics.
- Student will learn the fundamentals of using main graphical programming interfaces.
- He/she will get acquaint with algorithms for rasterisation and clipping of 2D graphic primitives and filling of closed regions.
- He/she will learn algorithms for 2D and 3D transformations, visibility solution, lighting, shading and texturing.
- Student will learn the fundamentals of photorealistic rendering of 3D scenes.
- He/she will get acquaint with different techniques of 3D objects geometry representation.
- He/she will get acquaint with basic signal processing and antialiasing.
- He/she will practice implementation of vector and raster based graphic algorithms.
|Generic learning outcomes and competences:|
| || |
- The students will learn how to solve simple problems, individually or in small teams.
- They will also improve their practical programming skills and knowledge of development tools.
|Syllabus of lectures:|
- Introduction to computer graphics, basic principles, raster vs. vector graphics.
- Colors and different color models, color space reduction, black&white images.
- Rasterisation of basic vector primitives, antialiasing.
- Closed area filling.
- 2D clipping.
- 2D transformations.
- Curves in computer graphics.
- Introduction to 2D graphics API and minimalistic 2D graphic editor.
- 3D objects representation.
- Basics of 3D scene visualization, 3D transformations and projections, visibility problem.
- Lighting models and smooth sufrace shading. Textures and texturing.
- Basics of photorealistic rendering, raytracing and radiosity.
- Modern computer graphics, principles of 3D graphics API, rendering pipeline, etc. Introduction to OpenGL library.
|Syllabus of numerical exercises:|
- Graphical image formats, color space reduction.
- Basic object rasterisation.
- Visualization of 2D spline curves.
- Filling of 2D closed regions.
- 3D transformations.
- Basics of OpenGL.
|Syllabus - others, projects and individual work of students:|
| ||Thematically oriented individual project.|
- Foley, J., D., et al., Computer Graphics: Principles and Practise, Addison-Wesley, 1992
- Watt, A., 3D Computer Graphics, Addison-Wesley, 1993
- Watt, A., Watt, M., Advanced Animation and Rendering Techniques: Theory and Practise, Addison-Wesley, 1992
- Watt, A., Policarpo, F., The Computer Image, Addison-Wesley, 1998
- Thalmann, N., M., Thalmann, D., Computer Animation: Theory and Practise (Second Revised Edition), Springer-Verlag, 1990
- Žára, J., Beneš, B., Felkel, P., Modern computer graphics, ComputerPress, 1999
- Žára, J., Počítačová grafika - Principles and algorthms, GRADA, 1992
- Course notes - Computer Graphics Principles http://www.fit.vutbr.cz/study/course-l.php?id=92
| || |
- Project - 18 points.
- Evaluated laboratory tasks, 6 x 3 bodů - 18 points.
- Midterm written exam - 12 point.
- Final written examination - 52 points.
- Minimum for final written exemination is 20 points.
- Minimum to pass the course according to the ECTS assessment - 50 points.
| || ||Student has to get at least 20 points from the project,
laboratories and the midterm exam for receiving the credit and then for
entering the exam. Plagiarism will cause that involved students
are not classified and disciplinary action can be initiated.|