Objectives
- Identify and characterise graphics common geometric transformations and referentials in computer graphics;
- Apply geometric transformations and camera transformations to build and visualize complex 3D scenes;
- Characterize local and global illumination algorithms;
- Distinguish between Gouraud and Phong Lighting
- Apply textures and define texture coordinates;
- Evaluate solutions from a performance point of view using profiling tools;
- Use culling algorithms in combination with space and model partitioning techniques;
- Apply and evaluate graphics algorithms such as shadow generation algorithms.
Program
- Geometrical transformations and referentials in Computer Graphics;
- Modelling complex 3D scenes based on simple primitives and geometrical transformations;
- Local and global illumination algorithms
- Gouraud and Phong lighting models
- Texturing and texture coordinates;
- Performance evaluation with profiling tools;
- Culling and spatial partitioning;
- Graphics algorithms such as shadow generation algorithms.
Bibliography
- “OpenGL Programming Guide”, 8th edition, Shreiner, Woo, Neider, Davis, Addison Wesley. 2013
- “Interactive Computer Graphics”, Edward Angel, Addison Wesley. Mathematics for 3D Game Programming and Computer Graphics;Eric Lengyel;Delmar Cengage Learning Publishing; 3rd edition; 2011