Title:

Computer Graphics

Code:PGR
Ac.Year:2009/2010
Term:Winter
Curriculums:
ProgrammeBranchYearDuty
IT-MSC-2MBI-Elective
IT-MSC-2MBS-Elective
IT-MSC-2MGM1stCompulsory
IT-MSC-2MGM.1stCompulsory
IT-MSC-2MIN-Elective
IT-MSC-2MIN.1stCompulsory
IT-MSC-2MIS1stElective
IT-MSC-2MIS.1stCompulsory
IT-MSC-2MMI-Elective
IT-MSC-2MMM-Elective
IT-MSC-2MPS1stCompulsory
IT-MSC-2MPV1stCompulsory-Elective - group G
IT-MSC-2MSK-Elective
IT-MSC-2EITE1stCompulsory
Language:Czech
Private info:http://www.fit.vutbr.cz/study/courses/PGR/private/
Credits:5
Completion:examination (written)
Type of
instruction:
Hour/semLecturesSem. ExercisesLab. exercisesComp. exercisesOther
Hours:390067
 ExaminationTestsExercisesLaboratoriesOther
Points:51712030
Guarantee:Herout Adam, doc. Ing., Ph.D., DCGM
Lecturer:Beran Vítězslav, Ing., Ph.D., DCGM
Herout Adam, doc. Ing., Ph.D., DCGM
Instructor:Havel Jiří, Ing., Ph.D., DCGM
Faculty:Faculty of Information Technology BUT
Department:Department of Computer Graphics and Multimedia FIT BUT
Follow-ups:
Advanced Computer Graphics (PGP), DCGM
 
Learning objectives:
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.
Description:
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.
Knowledge and skills required for the course:
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 pbject transformations, visibility solving, lighting, shading, and texturing.
Subject specific learning outcomes and competences:
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.
Generic learning outcomes and competences:
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.
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
Fundamental literature:
  1. Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
  2. Moeller, T., Haines, E.: Real-time Rendering, AK Peters, 1999, ISBN 1569911012
  3. Sillion, F., Puech, C.: Radiosity and Global Illumination, Morgan Kaufmann, 1994, ISBN 1558602771
  4. Ebert, D.S. et al.: Texturing and Modelling: A Procedural Approach, Academic Press, 1998, ISBN 0122287304
  5. Foley, J.D., Van Dam, A.: Fundamentals of Interactive Computer Graphics, Addison-Wesley 1983, USA, ISBN 0-201-14468-9
Study literature:
  1. Watt, A., Watt, M.: Advanced Animation and Rendering Techniques, Addison-Wesley 1992, USA, ISBN 0-201-54412-1
  2. Foley, J.D., Van Dam, A.: Fundamentals of Interactive Computer Graphics, Addison-Wesley 1983, USA, ISBN 0-201-14468-9
Controlled instruction:
Mid-term test, evaluated computer labs, and individual project.
Progress assessment:
  • Mid-term test - up to 8 points
  • Evaluated computer labs - up to 12 points
  • Individual project - up to 30 points
  • Written exam - up to 50 points