Title:  Computer Graphics Principles 

Code:  IZG 

Ac.Year:  2005/2006 

Term:  Summer 

Curriculums:  

Language:  Czech 

Private info:  http://www.fit.vutbr.cz/study/courses/IZG/private/ 

Credits:  6 

Completion:  examination (written) 

Type of instruction:  Hour/sem  Lectures  Sem. Exercises  Lab. exercises  Comp. exercises  Other 

Hours:  39  0  0  13  13 

 Examination  Tests  Exercises  Laboratories  Other 

Points:  50  20  0  0  30 



Guarantee:  Kršek Přemysl, doc. Ing., Ph.D., DCGM 

Lecturer:  Kršek Přemysl, doc. Ing., Ph.D., DCGM 
Instructor:  Herout Adam, prof. Ing., Ph.D., DCGM Seeman Michal, Ing., Ph.D., DCGM Španěl Michal, Ing., Ph.D., DCGM Venera Jiří, Ing., DCGM 

Faculty:  Faculty of Information Technology BUT 

Department:  Department of Computer Graphics and Multimedia FIT BUT 

Substitute for:  

 Learning objectives: 

  Basic attribute of ECTS: To provide overview of basics principles of plane(2D) space (3D) computer graphics. To acquaint with the vector based objects displaying algorithms and methods in 2D and 3D scenes, namely: 2D objects rasterisation and trimming, 2D closed areas filling, objects transformations, 3D objects visibility solution, lighting, shading and texturing. To acquaint with the basic principles of the main graphical interfaces, namely Win32 API and OpenGL. To overrule the implementation and using of the interfaces in real graphical applications.  Description: 

  Overview of fundamental principles of computer graphics (vector and raster based) and his consequence for real graphical applications. Specification of plane (2D) and space (3D) computer graphics basic operations. Specification of principles and using of main graphical interfaces, namely: Win32 API and OpenGL. 2D methods and algorithms for: lines, circles and curves (Bezier, Bspline, NURBS) rasterisation, line objects trimming, closed areas filling. 3D methods and algorithms for: objects transformations, 3D objects visibility solution, lighting, shading and texturing. 3D scenes photorealistic visualization methods. 3D objects geometry representation methods. Signal image processing, antialiasing methods.  Knowledge and skills required for the course: 

  It is important have basic knowledges in C/C++ programming languages and techniques.  Subject specific learning outcomes and competences: 

  Subject specific knowledge and abilities:
 Student acquaints with the basic principles of plane (2D) and space (3D) computer graphics
 He/she learns the fundamentals of using main graphical programming interfaces, Win32 API and OpenGL
 He/she acquaints with the 2D algorithms for line objects rasterisation, trimming and closed regions filling
 He/she acquaints with the 3D algorithms for objects 3D objects transformations, visibility solution, lighting, shading and texturing
 He/she learns the fundamentals of 3D scenes photorealistic visualization
 He/she learns the fundamental of 3D objects geometry representations
 He/she acquaints with signal image processing and antialiasing
 He/she learns practical implementation of vector and raster based graphical applications
 Generic learning outcomes and competences: 

 
 The students will learn to solve simple problems, individually or in teams, by the home assignments
 They will also improve their skills in development tools usage and also in practical C/C++ programming
 Syllabus of lectures: 


 Introduction to Computer graphics (CG), basic priciples
 Colors and color models, color space reduction, blackwhite images
 Rasterisation of basic vector entities, region filling
 2D clipping
 2D and 3D transformations
 Curves in CG
 3D objects representation
 3D objects visibility
 Lighting models and smooth sufrace shading, raytracing and radiosity
 Texturing
 Antialiasing
 Introduction to graphics API
 Introduction to OpenGL I and II
 Syllabus of numerical exercises: 


 Laboratories overview (GLUT, tools, compilation)
 Graphical image formats, color space reduction
 Basic object rasterisation
 2D spline curves display
 Filling of 2D closed areas
 3D transformation
 Basic of OpenGL
 Syllabus  others, projects and individual work of students: 

 Thematically oriented home assignments for individual students, linked on laboratories.  Fundamental literature: 


 Foley, J., D., et al., Computer Graphics: Principles and Practise, 2 edition, AddisonWesley, 1996
 Watt, A., 3D Computer Graphics, 3 edition, AddisonWesley, 2000
 Watt, A., Watt, M., Advanced Animation and Rendering Techniques: Theory and Practise, AddisonWesley, 1992
 Watt, A., Policarpo, F., The Computer Image, AddisonWesley, 1998
 Thalmann, N., M., Thalmann, D., Computer Animation: Theory and Practise (Second Revised Edition), SpringerVerlag, 1990
 Study literature: 


 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/coursel.php?id=92
 Controlled instruction: 

 
 Midterm exam evaluation.
 Laboratory home project evaluation.
 Term exam evaluation.
 Progress assessment: 

  A midterm exam evaluation and evaluation of projects.  
