Computer graphics

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Computer graphics

Code: 284284
ECTS: 5.0
Lecturers in charge: izv. prof. dr. sc. Tina Bosner
Lecturers: izv. prof. dr. sc. Tina Bosner - Lectures
Take exam: Studomat
Load:

1. komponenta

Lecture typeTotal
Lectures 45
* Load is given in academic hour (1 academic hour = 45 minutes)
Description:
COURSE AIMS AND OBJECTIVES:
Enable students to:
- recognize fundamental principles of two-dimensional and three-dimensional graphics;
- independently solve the given visual problem and its computer implementation.

COURSE DESCRIPTION AND SYLLABUS:
1. Introduction. Fundamental concepts of computer graphics. Difference between raster and vector graphics. Introduction to OpenGL, GLSL and GLUT procedures. Overview of shader types. Examples.
2. Geometric transformations in two and three dimensions. Rendering pipeline. Linear and affine transformations. Homogeneous coordinates. Transformations of model and view. Projections. Orthographic and perspective projections. Application and examples in OpenGL and GLSL.
3. Algorithms of raster graphics. Scan-conversion algorithms for basic primitives. Primitive clipping.
4. Curves. Constructive algorithms for conics. Generally, about parametric representations of curves and differential geometry. Constructive algorithm for Bézier curves. Increase of freedom order: subdivision and degree elevation of Bézier curves. Variation diminishing property. The smoothness of Bézier curves. Convex sets and affine invariant of Bézier curves. Rational Bézier curves, homogeneous representation. B-spline curves. Spline spaces, knot insertion and interpolation. Non-uniform rational B-splines (NURBS). Interpolation of curves in three dimensions. Application of OpenGL and shaders for generating and displaying given curves. Examples.
5. Surfaces. Tensor product surfaces. Basic properties of cubic patches. Application of OpenGL and shaders for generating and displaying Bézier patches. Examples.
6. Illumination and shading in computer graphics. Gourad and Phong shading. Phong illumination model. Application of shaders for defining illumination and material properties. Examples.
Literature:
  1. Nastavni materijali, https://web.math.pmf.unizg.hr/nastava/CG/Novo/predavanja.php, T. Bosner, N. Bosner, M. Rogina.
  2. Computer Graphics, Principles and Practise, J. D. Foley, A. van Dam, S. K. Feiner, J. F. Hughes, Addison-Wesley Systems Programming Series, 1997.
  3. 3D Computer Graphics: A Mathematical Introduction with OpenGL, S. Buss, Cambridge University Press, 2003.
  4. 3D Computer Graphics, Third Edition, A. Watt, Addison-Wesley, 2000.
  5. Geometric Modeling with Splines, An Introduction, E. Cohen, R. F. Riesenfeld, A. K. Peters, Canada, 2001.
  6. Graphics Shaders, Second Edition, M. Bailey, S. Cunningham, CRC Press, Taylor & Francis Group, 2012.
  7. A practical guide to splines, C. deBoor, Springer, 1978.
1. semester Course not offered
Ostali izborni predmeti - Regular study - Computer Science and Mathematics

2. semester
Ostali izborni predmeti - Regular study - Computer Science and Mathematics
Consultations schedule: