Computer Graphics (BMINF002)
Computer graphics has ubiquitously penetrated our modern life, be it from the special effects in movies, gaming consoles, interactive graphics on handheld devices or data visualization on the PC. The foundations of interactive 3D computer graphics include a wide range of topics such as graphics systems architectures, polygonal 3D modeling, illumination and shading from light, vector and matrix operations, geometric transformations, viewing in 3D, visibility and occlusion culling, clipping and screen rasterization. In this lecture we will review these basic foundations of 3D graphics, and at the end touch on a few advanced concepts such as ray-tracing. The lecture will also include some small practical programming exercises to be done in Open GL and C++.
Foundations of interactive 3D computer graphics such as graphics systems, polygonal modeling, illumination and shading, geometric transformations, viewing in 3D, visibility, clipping, rasterization, and ray-tracing.
- 3D Object Modeling and Representation
- Geometric Transformations
- Illumination and Shading
- Viewing in 3D
- Visible Surface Methods
- 2D Raster Graphics Algorithms
- Graphics Rendering Pipeline
- Advanced Techniques in Interactive Rendering
- Interactive Computer Graphics: A top-down approach with shader-based OpenGL. by Edward Angel and David Shreiner, Addison-Wesley. 6th Edition, 2012.
As a standing homework assignment you are required to read the corresponding book chapters in parallel to the lectures covering them. Read the following suggested book chapters from  in accordance with the corresponding class lectures:
- Introduction: Chapters 1, 2.1-2.6
- Vectors and Geometric Models: Chapters 3.1-3.6, 4.9, 8.1-8.4, 8.8-8.9 and Appendix B
- Geometric Transformations and Matrices: Chapters 3.7-3.11 and Appendix C
- Illumination and Shading: Chapter 5
- Rasterization: Chapters 6.1-6.2, 6.8-6.10, 6.12
- Mapping: Chapter 7
- Viewing: Chapters 4.1-4.7
- Visibility: Chapters 4.8, 4.10, 6.11
- Ray Tracing: Chapters 11.1-11.4
To pass the lecture, students must have completed the distributed exercises.
The lecture will be completed with a written exam at the end of the semester. The exam is scheduled according to the standard UZH/OEC/IFI regulations, see also the VVZ link (at the top).
|Week 1||Introduction, Graphics API||All slides can be found on OLAT (see link at the top).|
|Week 2||Geometric Modeling|
|Week 13||Visibility & Shadows|
|Week 14||Ray Tracing|