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Advanced course of computer graphics focused on 3D graphics and realistic rendering. Main topics: lighting models, smooth shading,
ray tracing including acceleration techniques, anti-aliasing, distributed ray tracing, sampling methods, textures, Monte-Carlo methods, radiosity methods: hierarchical radiosity, adaptive mesh
subdivision.
Labs: modules for JaGrLib library in Java language.
Continuity: Computer Graphics III (PGR010).
Last update: T_KSVI (26.04.2001)
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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/npgr004.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. (22.06.2018)
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Glassner A.: Principles of Digital Image Synthesis, Addison- Wesley, 1995
Foley, Van Dam, Feiner, Hughes: Computer Graphics, Principles and Practice in C, Addison-Wesley, 1995
Glassner A.: An Introduction to Ray Tracing, Academic Press, 1991
Žára J., Sochor J., Beneš B. a Felkel P.: Moderní počítačová grafika, 2. vydání, Computer Press, 2004 Last update: Pelikán Pavel, prof. (02.05.2005)
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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/npgr004.current.en.php http://cgg.mff.cuni.cz/~pepca/lectures/npgr004.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/npgr004.en.php
Student should earn enough lab credits before going to an exam. Last update: Pelikán Josef, RNDr. (22.06.2018)
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1. shading and shadows:
light-object interaction, Phong, Torrance-Sparrow and Strauss lighting models, constant and smooth shading: Gouraud shading, Phong shading, shadow algorithms 2. ray tracing: ray casting, principles of recursive ray tracing, ray-object intersection algorithms (simple solids, CSG tree, surfaces of revolution, ..) 3. anti-aliasing and sampling: alias, supersampling (area-sampling), sampling methods: regular grid, jittering, Poisson disk sampling (incremental algorithm), 'N-rooks' sampling, adaptive supersampling, subdivision criteria 4. textures: 2D texture mapping, 3D textures, bump-textures, randomized textures, noise functions (Perlin, Lewis), turbulence synthesis 5. distributed ray tracing (Monte-Carlo methods): principle, soft shadows, soft reflections and refractions, depth of field, motion blurr, color light difraction, sampling issues 6. ray-tracing acceleration: adaptive control of tracing depth, adaptive supersampling, bounding volumes, uniform and adaptive space subdivision, mailbox technique, bit vectors, generalized rays 7. radiosity methods: physical background, form-factors computation, hemicubes, Monte-Carlo form-factors, (adaptive) patch subdivision, shooting with sorting versus gathering, overshooting
Last update: Pelikán Pavel, prof. (18.05.2004)
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