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

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