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Computer Graphics

Code: CC4009     Acronym: CC4009     Level: 400

Keywords
Classification Keyword
OFICIAL Computer Science

Instance: 2020/2021 - 2S Ícone do Moodle Ícone  do Teams

Active? Yes
Web Page: https://moodle.up.pt/course/view.php?id=202
Responsible unit: Department of Computer Science
Course/CS Responsible: Master in Computer Science

Cycles of Study/Courses

Acronym No. of Students Study Plan Curricular Years Credits UCN Credits ECTS Contact hours Total Time
M:CC 17 Study plan since 2014/2015 1 - 6 42 162
MI:ERS 28 Plano Oficial desde ano letivo 2014 4 - 6 42 162

Teaching language

Suitable for English-speaking students

Objectives

The proposed syllabus is taught in lecture classes where the main concepts are introduced and applied examples related to film, games and medical applications are presented. During the labs students will solve practical assignments related to the concepts presented during the lectures by implementing the solutions in C++ or Python using OpenGL. Students must demonstrate that they are capable of understanding advance topics by presenting an article related to one of the subjects presented during the lectures. All learning outcomes are then integrated into a project achieved during the labs. 

Learning outcomes and competences

On completing this course, the students are expected to:

* Understand each module and components of a graphic pipeline 
* Apply math principals to 2D and 3D graphics

* Know how to use the basic principles of computer graphics, namely 3D modeling, animation, camera control, texturing, illumination and rendering

* Develop algorithms that allow the representation of 2D and 3D objects, like polygon, curves and surfaces.
* Introduction to computer animation, in particular understand the principals of animation and deformation.

* Experiment with motion capture hardware and implement methods that allows the animation of 3D characters

* Implement first person, third person and dynamic cameras to allow the manipulation and control of characters, objects and 3D environments

* Use OpenGL and explore its potential to deploy the topics presented during the year.

Working method

Presencial

Pre-requirements (prior knowledge) and co-requirements (common knowledge)

N/A

Program

* Graphic Pipeline and its components
* Math principals applied to computer graphics: Linear Algebra, Transformation Matrices
* Computer Graphics principals. Viewing: viewing transformations, projective transformations, perspective projection. Texturing: 2D and 3D mapping, specific algorithms (eg. bump mapping and displacement maps). Illumination and color: flat shading, gouraud and phong. Camera: first and third person, furstrum and clipping. 3D models: loading and rendering of 3D objects. Animation: introduction to rigging, keyframe animation and skeletal animation

* Introduction to  algorithm development like Bezier curves and deformation algorithms like free form deformers

* Computer animation: animation principals, difference between keyframe and motion capture, deformation  and character animation

Mandatory literature

Dave Shreiner, Graham Sellers, 
John Kessenich
, Bill Licea-Kane; OpenGL Programming Guide, Eighth Edition
Steve Marschner and Peter Shirley, A K Peters; Fundamentals of Computer Graphics, 4th Edition, 2015

Complementary Bibliography

Dave Shreiner, Graham Sellers, John Kessenich, Bill Licea-Kane; OpenGL Programming Guide, Eight Edition
John. F. Huges, Andries Van Dam, Morgan McGuire, David F. Sklar, James D.Foley, Steven K. Feiner, Kurt Akeley; Computer Graphics: Principles and Practice (3rd Edition), 2014
Tomas Akenine_Moller, Eric Haines, Naty Hoffman; Real-Time Rendering, (3rd Edition), 2008
Eric Lengyel; Mathematics for 3D Game Programming and Computer Graphics (3rd Edition), 2012

Teaching methods and learning activities

The teaching methodologies adopted are consistent with the enumerated learning outcomes for the following reasons:
* Lectures allow a detail and adequate introduction and explanation of the core concepts described in the syllabus, namely computer graphics principals, algorithms and all the main components of a graphic pipeline, always supported by illustrative examples that are up to date.

* Labs allows students to consolidate the learned concepts and have a hands on experience on concrete graphic programming using C++ or Python and OpenGL
* The article presentation give the student the possibility of acquiring experience on how to understand advance topics on computer graphics and present a state of the art topic on the related field. It will help students be up to date with the latest technology related to computer graphics
* The project allow the students to put together all the learned concepts into one unified application, which can help them understand the importance of each step of the pipeline and each component.

 

Evaluation Type

Distributed evaluation with final exam

Assessment Components

designation Weight (%)
Teste 20,00
Trabalho laboratorial 30,00
Trabalho prático ou de projeto 50,00
Total: 100,00

Amount of time allocated to each course unit

designation Time (hours)
Elaboração de projeto 38,00
Elaboração de relatório/dissertação/tese 10,00
Estudo autónomo 20,00
Trabalho laboratorial 50,00
Frequência das aulas 33,00
Trabalho escrito 11,00
Total: 162,00

Eligibility for exams

Minimum requirements to obtain frequency at this course:
- final grade of 9.5 values

Calculation formula of final grade

Lecture classes (T): Content presentation. Discussion of illustrative examples.

Practical classes (P): practical demonstration of the contents given in classes. Problem solving. Discussion and clarification of students’ questions. The students will involve: C++ language or Python and Open GL.

Distributed evaluation with final exam.

 
a)  Assignment Type 1: independent assignment  30%  
b)  Assignment Type 2: special project/demo competition      50%  
c)  Final Exam   -  20%  

Evaluation

•Evaluation is individual even when students work in pairs.

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