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Course, academic year 2016/2017
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Computer Graphics II - NPGR004
Title: Počítačová grafika II
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2016 to 2017
Semester: summer
E-Credits: 5
Hours per week, examination: summer s.:2/1, C+Ex [HT]
Capacity: unlimited
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
State of the course: taught
Language: Czech, English
Teaching methods: full-time
Teaching methods: full-time
Additional information: http://cgg.mff.cuni.cz/lectures/npgr004.cz.php
Guarantor: RNDr. Josef Pelikán
Class: Informatika Bc.
Informatika Mgr. - Softwarové systémy
Classification: Informatics > Computer Graphics and Geometry
Annotation -
Last update: T_KSVI (26.04.2001)
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).
Literature - Czech
Last update: prof. Pavel Pelikán (02.05.2005)

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

Syllabus -
Last update: prof. Pavel Pelikán (18.05.2004)
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

 
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