Official course description, subject to change:

Preliminary info last published 15/11-23
Course info
Language:
English
ECTS points:
7.5
Course code:
KGGRPRG1KU
Participants max:
60
Offered to guest students:
yes
Offered to exchange students:
yes
Offered as a single subject:
yes
Price for EU/EEA citizens (Single Subject):
10625 DKK
Programme
Level:
MSc. Master
Programme:
MSc in Games
Staff
Course semester
Semester
Forår 2025
Start
27 January 2025
End
30 May 2025
Exam
Exam type
ordinær
Internal/External
ekstern censur
Grade Scale
7-trinsskala
Exam Language
GB
Abstract
Students attending this course will be able to implement core algorithms of Computer Graphics.
Description

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:

  • model and viewing transformations 
  • perspective projection
  • clipping, culling and rasterization
  • reflection models
  • programmable shaders
  • texture mapping

And will learn about advanced rendering techniques, such as:
    • 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
    Formal prerequisites

    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
    • Implement and explain advanced rendering techniques such as shadow mapping and deferred shading.
    Ordinary exam
    Exam type:
    D: Submission of written work with following oral, External (7-point scale)
    Exam variation:
    D22: Submission with following oral exam supplemented by the submission.