AbstractStudents attending this course will be able to implement core algorithms of Computer Graphics.
Computer graphics is used to visualise data in video games, virtual & augmented reality, simulations, and many other areas, like medicine and data visualisation. This course provides an overview over the most important concepts of 3D computer graphics. It includes an introduction to both rasterized and ray-traced graphics.
Students will implement the major components of a traditional projective rendering pipeline:
- bump mapping
- environment mapping
- shadow mapping
- deferred shading
In addition, the student will be supervised in the acquisition of specialized knowledge in the graphics-programming area of their choice. Example topics include:
- parameterized surfaces
- physically based rendering
- particle systems
- voxel rendering
Students need to have good programming ability and a foundational understanding of discrete mathematics and linear algebra, especially vector and matrix operations.
Intended learning outcomes
After the course, the student should be able to:
- Implement interactive graphics using OpenGL
- Outline and describe the steps in the rasterization pipeline
- Describe the main differences between rasterization and ray-tracing
- Describe light/material interaction and how it relates to lighting model
- Program GLSL shaders for the lighting and other effects
- Use linear algebra to perform the transformations between coordinate spaces in the graphics pipeline
- Implement applications with geometry, textures, shaders, and lights
- Explain the math and theory behind virtual cameras in computer graphics
- Describe advanced rendering techniques such as shadow mappings and deferred shading
- Analyze, implement and explain a topic of their choice. The topic must be related to the core content of the course
Ordinary examExam type:
D: Submission of written work with following oral, External (7-point scale)
D22: Submission with following oral exam supplemented by the submission.