Title:

Advanced Computer Graphics (in English)

Code:PGPa
Ac.Year:2019/2020
Sem:Winter
Curriculums:
ProgrammeField/
Specialization
YearDuty
IT-MSC-2MBI-Elective
IT-MSC-2MBS-Elective
IT-MSC-2MGM-Compulsory-Elective - group G
IT-MSC-2MGMe-Compulsory-Elective - group G
IT-MSC-2MIN-Elective
IT-MSC-2MIS-Elective
IT-MSC-2MMM-Elective
IT-MSC-2MPV-Elective
IT-MSC-2MSK-Elective
MITAINADE-Elective
MITAINBIO-Elective
MITAINCPS-Elective
MITAINEMB-Elective
MITAINGRI2ndCompulsory
MITAINHPC-Elective
MITAINIDE-Elective
MITAINISD-Elective
MITAINISY-Elective
MITAINMAL-Elective
MITAINMAT-Elective
MITAINNET-Elective
MITAINSEC-Elective
MITAINSEN-Elective
MITAINSPE-Elective
MITAINVER-Elective
MITAINVIZ-Elective
Language of Instruction:English
News:
This course is instructed in English, and it is intended for incoming Erasmus+ students, too.

Credits:5
Completion:examination (written)
Type of
instruction:
Hour/semLecturesSeminar
Exercises
Laboratory
Exercises
Computer
Exercises
Other
Hours:2600026
 ExamsTestsExercisesLaboratoriesOther
Points:5190040
Guarantor:Zemčík Pavel, prof. Dr. Ing. (DCGM)
Lecturer:Beran Vítězslav, Ing., Ph.D. (DCGM)
Čadík Martin, doc. Ing., Ph.D. (DCGM)
Zemčík Pavel, prof. Dr. Ing. (DCGM)
Instructor:Milet Tomáš, Ing. (DCGM)
Faculty:Faculty of Information Technology BUT
Department:Department of Computer Graphics and Multimedia FIT BUT
Prerequisites: 
Computer Graphics (PGR), DCGM
Computer Graphics Principles (IZG), DCGM
Schedule:
DayLessonWeekRoomStartEndLect.Gr.Groups
WedlecturelecturesG202 13:0014:501EIT 1MIT 2EIT 2MIT INTE xx
 
Learning objectives:
  To get acquainted with the advanced computer animation and computer graphics methods suitable for dynamic and large scale scenes. To learn how to practically implement selected algorithms through projects.
Description:
  Scene representation for dynamic rendering, mathematical and procedural textures - design, rendering and animation, real-time rendering of complex scenes, design and implementation of animation system for articulated structures, dynamics in computer animation, soft-object animation, facial and behavioral animation, special rendering methods and techniques (non-realistic rendering, special effects).
Subject specific learning outcomes and competencies:
  The students will get acquainted with the advanced computer animation and computer graphics methods suitable for dynamic and large scale scenes. They will also learn how to practically implement selected algorithms through projects.
Generic learning outcomes and competencies:
  The students will practice teamwork on the projects, work with literature, and practical experience with C/C++ language.
Syllabus of lectures:
 
  1. Introduction, limits of computer graphics, physics reminders/Úvod, omezení počítačové grafiky, připomínka fyziky
  2. Advanced work with shaders/Pokročilá práce se shadery, (Frame Buffer, Teselation, Compute Shader)
  3. Optimization of ray tracing/Optimalizace sledování paprsku 
  4. Visibility, shadow maps, shdow volumes, real-time global illumination/Výpočty viditelnosti, stínové mapy, stínová tělesa, real-time globální osvětlení
  5. Visibility, shadow maps, shadow volumes, real-time global illumination II/Výpočty viditelnosti, stínové mapy, stínová tělesa, real-time globální osvětlení II
  6. Advanced Gl/Pokročilé metody GI
  7. CUDA and OpelCL/CUDA a OpenCL
  8. Physically based shading, Antialiasing/Fyzikálně podložené zobrazování, antialiasing
  9. Large scenes, level of detail/Rozsáhlé scény, level of detail
  10. Rendering of scenes with high dynamic range - HDR/Zobrazování scén s vysokým dynamickým rozsahem - HDR
  11. Animation of skeletal structures, motion capture/ Animace kloubních soustav, "motion capture"
  12. Virtual and augmented realisty/Virtuání a rozšířená realita 
  13. Pokročilé metody realistického zobrazování/Advanced methods of realistic rendering
Syllabus - others, projects and individual work of students:
 
  1. Homeworks (5 runs) at the beginning of semester
  2. Individually assigned projects.
Fundamental literature:
 
  • Moeller, T., Haines, E., Real-time Rendering, AK Peters, 1999, ISBN 1569911012 (currently available in 3rd edition: Real-time Rendering, 2008) 
  • Papers IEEE, ACM, Wikipedia
  • Thalmann, N., M., Thalmann, D., Interactive Computer Animation, Prentice Hall, 1996, ISBN 0-13-518309-X
  • Moeller, T., Haines, E., Real-time Rendering, AK Peters, 1999, ISBN 1569911012 
Study literature:
 
  • Moeller, T., Haines, E., Real-time Rendering, AK Peters, 1999, ISBN 1569911012 (currently available in 3rd edition: Real-time Rendering, 2008) 
Progress assessment:
  Homeworks, mid-term test, individual project.
 

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