Studies Programme Computer Science and Business Informatics
SS 2018

LV.-no.: 052200
LV.-type: VU
Extent: 6,0 ECTS-points

Continuous assessment

Supervisor: Torsten Möller, Anton Fuhrmann

Time + place:

DO wtl von 01.03.2018 bis 28.06.2018 15.00-16.30 Ort: Hörsaal 3, Währinger Straße 29 3.OG; DI wtl von 06.03.2018 bis 26.06.2018 15.00-16.30 Ort: Hörsaal 3, Währinger Straße 29 3.OG

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Number of Participants: 25

Language: Englisch

Content:

Computer graphics provides the tools to model mostly 2D and 3D data and processes, to generate photo-realistic (or at least believable) or artistic renderings of the models, to interact with them through graphical user interfaces, and to create visualizations and animations for communication, education and entertainment. This course offers an introduction to the modeling and rendering aspects of computer graphics. The mathematical concepts and techniques behind the development of various computer graphics algorithms will be covered. You will also learn to implement some of these algorithms through programming assignments using WebGL (OpenGL for browsers and smart phones).

* basic raster graphics algorithms for drawing 2D primitives, antialiasing

* 2D and 3D geometrical transformations, 3D projections/viewing

* polygonal and hierarchical models

* hidden-surface removal

* basic rendering techniques (colour, shading, raytracing)

* interaction techniques

* textures

Targets:

Prerequisites: StEOP, PR2, MG2, THI, MOD, ADS

A minimum grade of 25% must be earned on each assignment in order to pass the course.

The grading scale for the course will be:

1: at least 87.5%

2: at least 75.0%

3: at least 60.0%

4: at least 40.0%

Methods:

1. Discuss the light transport problem and its relation to numerical integration i.e., light is emitted, scatters around the scene, and is measured by the eye.

2. Describe the basic graphics pipeline and how forward and backward rendering factor in this.

3. Create a program to display 3D models of simple graphics images.

4. Derive linear perspective from similar triangles by converting points (x, y, z) to points (x/z, y/z, 1).

5. Obtain 2-dimensional and 3-dimensional points by applying affine transformations.

6. Apply 3-dimensional coordinate system and the changes required to extend 2D transformation operations to handle transformations in 3D.

7. Contrast forward and backward rendering.

8. Explain the concept and applications of texture mapping, sampling, and anti-aliasing.

9. Explain the ray tracing/rasterization duality for the visibility problem.

10. Implement simple procedures that perform transformation and clipping operations on simple 2-dimensional images.

11. Implement a simple real-time renderer using a rasterization API (e.g., OpenGL) using vertex buffers and shaders.

12. Compare and contrast the different rendering techniques.

Mode:

Assignments: 50%

3xCourse Feedback: 5%

Midterm: 20%

Final: 25%

Literature:

Edward Angel, Dave Shreiner Interactive Computer Graphics with WebGL, 7th edition, Addison-Wesley, 2015.

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