Universität Wien

052200 VU Foundations of Computer Graphics (2022W)

Continuous assessment of course work

Registration/Deregistration

Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).

Details

max. 50 participants
Language: English

Lecturers

Classes (iCal) - next class is marked with N

Tuesday 04.10. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 06.10. 16:45 - 18:15 Digital
Tuesday 11.10. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 13.10. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 18.10. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 20.10. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 25.10. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 27.10. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Thursday 03.11. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 08.11. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 10.11. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 15.11. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 17.11. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 22.11. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 24.11. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 29.11. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 01.12. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 06.12. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Tuesday 13.12. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 15.12. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 10.01. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 12.01. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 17.01. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 19.01. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 24.01. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG
Thursday 26.01. 16:45 - 18:15 Hörsaal 3, Währinger Straße 29 3.OG
Tuesday 31.01. 16:45 - 18:15 Hörsaal 2, Währinger Straße 29 2.OG

Information

Aims, contents and method of the course

Computer graphics provides the tools to model mostly 2D and 3D data and processes, to generate photo-realistic (or at least believable) or artistic renderings of the models, to interact with them through graphical user interfaces, and to create visualizations and animations for communication, education and entertainment. This course offers an introduction to the modeling and rendering aspects of computer graphics. The mathematical concepts and techniques behind the development of various computer graphics algorithms will be covered. You will also learn to implement some of these algorithms through programming assignments using WebGL (OpenGL for browsers and smart phones).
* basic raster graphics algorithms for drawing 2D primitives, antialiasing
* 2D and 3D geometrical transformations, 3D projections/viewing
* polygonal and hierarchical models
* hidden-surface removal
* basic rendering techniques (colour, shading, raytracing)
* interaction techniques
* textures

Assessment and permitted materials

Labs: 50%
Pen&Paper: 5%
Midterm: 20%
Final: 25%
Course Feedback: 5%

Minimum requirements and assessment criteria

Pre-requirements ("Teilnahmevoraussetzungen"): StEOP, PR2, MG2, THI, MOD, ADS

A minimum grade of 25% must be earned on Lab 0.
A total minimum grade of 40% must be earned on Lab 1 (1a+1b+1c combined)
A total minimum grade of 40% must be earned on Lab 3 (3a+3b combined).

The grading scale for the course will be:
1: at least 87.5%
2: at least 75.0%
3: at least 60.0%
4: at least 40.0%

Examination topics

1. Discuss the light transport problem and its relation to numerical integration i.e., light is emitted, scatters around the scene, and is measured by the eye.
2. Describe the basic graphics pipeline and how forward and backward rendering factor in this.
3. Create a program to display 3D models of simple graphics images.
4. Derive linear perspective from similar triangles by converting points (x, y, z) to points (x/z, y/z, 1).
5. Obtain 2-dimensional and 3-dimensional points by applying affine transformations.
6. Apply 3-dimensional coordinate system and the changes required to extend 2D transformation operations to handle transformations in 3D.
7. Contrast forward and backward rendering.
8. Explain the concept and applications of texture mapping, sampling, and anti-aliasing.
9. Explain the ray tracing/rasterization duality for the visibility problem.
10. Implement simple procedures that perform transformation and clipping operations on simple 2-dimensional images.
11. Implement a simple real-time renderer using a rasterization API (e.g., OpenGL) using vertex buffers and shaders.
12. Compare and contrast the different rendering techniques.

Reading list

Edward Angel, Dave Shreiner Interactive Computer Graphics with WebGL, 8th edition, Addison-Wesley, 2020.

Association in the course directory

Module: VMI VIN GFX

Last modified: Th 11.05.2023 11:27