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Basic course of 2D and 3D computer graphics - topics: 2D drawing, filling and clipping, introduction to color science, rendering of color images,
raster image coding and simple compression methods, raster graphic formats, linear 2D and 3D transformations, projections, 3D scene
representation, algorithms for hidden line/surface removal, introduction to OpenGL
Labs: programming in C#.
Computer graphics curicullum continues with Computer Graphics II (PGR004), Real-time Graphics (PGR019)
and Advanced 2D Computer Graphics (PGR007).
Last update: Pelikán Josef, RNDr. (29.09.2010)
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Student must have enough lab assignments finished (at least handed in) before going to an exam.
Lab credit requirements are explained in detail on the page: http://cgg.mff.cuni.cz/~pepca/lectures/cv/npgr003.en.php The same URL explains the grading system of the subject.
Exam can be repeated. Lab credit repetition is irrelevant. Last update: Pelikán Josef, RNDr. (15.10.2017)
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Last update: Töpfer Pavel, doc. RNDr., CSc. (25.05.2022)
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Exam is written and oral (basis is written, there is a possibility to call a student for short discussion over the answers).
Every topics presented at lectures can be examined (exceptions are mentioned specifically): http://cgg.mff.cuni.cz/~pepca/lectures/npgr003.current.en.php http://cgg.mff.cuni.cz/~pepca/lectures/npgr003.slides.en.php
Overall grading is based on lab credit (50-80 points) + exam points (0-100 points). Grading table - together with further details - can be found on http://cgg.mff.cuni.cz/~pepca/lectures/cv/npgr003.en.php
Student should earn enough lab credits before going to an exam. Last update: Pelikán Josef, RNDr. (15.10.2017)
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vector and raster displays, color palettes, frame-buffers, printers and plotters
line drawing - DDA algorithm, Bresenham algorithm, circle, ellipse, polygonal curve
polygon filling - scanline algorithm, flood fill, seed fill, scanline algorithms, hatching
line-clipping algorithms, polygon clipping
patterns and their matrix representations, incremental patterns, ordered dither, cluster dither, random dither, error distribution - Floyd-Steinberg, modifications for more output values and color images
human color perception, use of color in human-computer interaction, color spaces RGB, HSV, CMY(K), color mixing, RGB<->HSV and RGB->grayscale conversions
'true-color' devices, colormaps, 3-3-2 colormap, topological colormaps, color quantization - Heckbert's median cut algorithm, special colormap effects, colormap animation
RLE coding, quadtree - coding and decoding algorithms, 'X-transition list', set operations, raster graphic formats
homogeneous coordinates, matrix transformation, elementar (atomic) transformations, construction of complex transformations
parallel projection - orthogonal and oblique projection, perspective projection, implemetation of projections
enumeration - cell model, octree, volume representation - CSG tree (rendering by ray-casting), boundary representations - VEFS model, winged edge
floating horizont method, back-face culling, Z-buffer, painter's algorithm, scanline algorithms (Watkins), .. Last update: Töpfer Pavel, doc. RNDr., CSc. (25.05.2022)
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