| CODE | CSA2207 | |||||||||
| TITLE | Computer Graphics | |||||||||
| UM LEVEL | 02 - Years 2, 3 in Modular Undergraduate Course | |||||||||
| MQF LEVEL | 5 | |||||||||
| ECTS CREDITS | 6 | |||||||||
| DEPARTMENT | Computer Science | |||||||||
| DESCRIPTION | Computer Graphics concerns itself with the efficient simulation and rendering of light interaction with virtual objects. This first unit in CG covers a number of core subjects in the field which enable the construction and visualisation of virtual worlds. The study-unit aims at providing a solid base for students interested in carrying out research in the area and is being organised by the Computer Graphics and Simulation group within the Computer Science department. The following is a rough outline of the topics (amongst others which we might deem important while delivering of the study-unit) covered. Mathematics • Coordinate Systems, Points, Vectors, Matrices, Transformations (2D, 3D) Illumination • Illumination Models     - Basic light source types: Parallel/Point/Spot     - Ambient approximation for global illumination     - Lambert's Law for diffuse lighting     - Phong/Blinn-Phong Specular approximations • Rendering Equation for empirical models     - Materials and lighting components         • Ambient, Diffuse, Specular and Emissive • Shading models     - Flat, Gouraud, Phong Viewer optics • Projections • Camera models: Orthographic, Perspective Geometry pipeline • Local->World->View->Projection->NDC->Viewport Texturing, Sampling and Filtering • Textures • Projective and corresponder functions • 1D, 2D, 3D and Cubemap textures • Minification, Magnification and Mipmapping Advanced Texturing • Texture space     - TBN Matrix (Tangent, Binormal, Normal)     - Bump mapping, Normal mapping, Perspective mapping • Light mapping GPUs • Immediate mode APIs (OpenGL, Direct3D) • Vertex formats • API Renderstates • Traditional (fixed function) pipeline     - T&L stage     - Rendering stage • Programmable pipeline (Vertex, Geometry and Pixel Units) • Highlevel shading languages (GLSL, HLSL, Cg) Scene Representation • Scene Graphs     - Entity Relationships (renderstate / spatial coherence)     - Node Types (Simple / Composite)         • Root, Group, Geometry, Light, Cameras     - Scene Traversal         • Acceleration Structures (BVHs)         • Synchronisation (Animation, Geometry Update, Render State Update)         • Culling         • Drawing Textbooks: - Mathematics for 3D Game Programming and Computer Graphics – Eric Lengyel. - Real-time Rendering - Thomas Akenine-Moller, Eric Haines, Naty Hoffman. |
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| STUDY-UNIT TYPE | Lecture and Tutorial | |||||||||
| METHOD OF ASSESSMENT |
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| LECTURER/S | Sandro Spina |
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The University makes every effort to ensure that the published Courses Plans, Programmes of Study and Study-Unit information are complete and up-to-date at the time of publication. The University reserves the right to make changes in case errors are detected after publication.
The availability of optional units may be subject to timetabling constraints. Units not attracting a sufficient number of registrations may be withdrawn without notice. It should be noted that all the information in the description above applies to study-units available during the academic year 2025/6. It may be subject to change in subsequent years. |
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