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 a variety of devices. 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 or rasterization. In this lecture we will review these fundamental concepts, algorithms, and data structures of interactive 3D computer graphics. Furthermore, we will cover some additional advanced topics such as physically based rendering, photorealistic rendering, e.g. using recursive ray-tracing and path-tracing, geometry and point cloud processing, and scientific visualization.
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, physically based rendering, geometry and point cloud processing, and scientific visualization.
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:
To pass the lecture, students must have completed the distributed exercises as instructed at the beginning of the lecture.
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).
This is a tentative schedule of the topics covered during the semester.
|Introduction, Graphics API||All slides can be found on OLAT (see link at the top).|
|Vectors Geometric Modeling|
|Illumination & Light Sources|
|Shading & Shaders|
Visibility & Shadows
|Physically Based Rendering|
|Geometry and Point Cloud Processing|