Computer Graphics
This course covers the theoretical and methodological foundations of computer graphics, as well as their algorithmic and practical implementation. Key topics include:
- Introduction to raster graphics
- Transformations and model hierarchies
- Algorithms in raster graphics
- Advanced topics
Description
SWS/ECTS: 6
Recommended for:
AINF-ET-4, AINF-MW-4, BA-Inf, BA-ET, Master-Inf, Master-BI
Prerequisites
None
Exam type:
Written exam
Course Objectives:
To provide a basic understanding of generative 3D computer graphics and the necessary fundamentals of various disciplines, such as color theory and vector calculus.
Participants will learn the fundamental concepts of computer graphics and will be able to create simple, interactive 3D applications on their own.
Contents:
- Fundamentals: Color models, basics of image storage, affine transformations, homogeneous coordinates
- Image generation via ray tracing
- Raster graphics and rasterization algorithms: graphics pipeline, clipping, and rasterization
- Geometric primitives and hierarchical models
- Special transformations: Viewing and projection transformations
- Textures
Recommended Reading:
- Müller & Haines: Real-Time Rendering, AK Peters, 2008
- Bungartz, Griebel, and Zenger: Introduction to Computer Graphics, Vieweg, 1996
- Eberly: 3D Game Engine Design, Morgan Kaufman, 2001
- Watt and Policarpo: 3D Games -- Real-Time Rendering and Software Technology, Addison-Wesley, 2001
- Shreiner et al.: OpenGL Programming Guide, Addison-Wesley, 2013
- Sellers, Wright, and Haemel: OpenGL SuperBible, Addison-Wesley, 2013
Contact Information and Office Hours:
Your tutor is your primary point of contact. Please contact the lecture instructor only if you have questions. Please note the office hours.
Tutors:
| Name | |
|---|---|
Office hours:
Prof. Andreas Kolb, Room H-A 7108, by appointment