PDF Course Catalog Deutsche Version: CG

Version: 3 | Last Change: 29.09.2019 17:34 | Draft: 0 | Status: vom verantwortlichen Dozent freigegeben

Long name | Computer Graphics |
---|---|

Approving CModule | CG_BaMT, CG_BaTIN |

Responsible |
Prof. Dr.-Ing. Arnulph Fuhrmann
Professor Fakultät IME |

Level | Bachelor |

Semester in the year | summer semester |

Duration | Semester |

Hours in self-study | 78 |

ECTS | 5 |

Professors |
Prof. Dr.-Ing. Arnulph Fuhrmann
Professor Fakultät IME |

Requirements | Programming Mathematics 1 and 2 |

Language | German |

Separate final exam | Yes |

P. Shirley, S. Marschner: Fundamentals of Computer Graphics, AK Peters, 2016

T. Akenine-Möller, et al.: Real-Time Rendering, Taylor & Francis Ltd., 2018

R. Rost, B. Licea-Kane: OpenGL Shading Language, Addison-Wesley, 2010

T. Akenine-Möller, et al.: Real-Time Rendering, Taylor & Francis Ltd., 2018

R. Rost, B. Licea-Kane: OpenGL Shading Language, Addison-Wesley, 2010

- mastering the concepts of CG (proven by answering questions on these concepts)

- applying the mathematical basis of computer graphics (proven by arithmetic tasks)

- developing computer graphics applications (proven by developing short programs to solve CG problems)

- mastering the concepts of CG (proven by answering questions on these concepts)

- applying the mathematical basis of computer graphics (proven by arithmetic tasks)

- developing computer graphics applications (proven by developing short programs to solve CG problems)

Geometric Modeling

Polygonal meshes

subdivisional surfaces

Transformations

coordinate systems

fundamental transformations

projections

Graphics Hardware

raster displays

video cards

input devices

Rendering Pipeline

rasterization

clipping

shading

visibilty

shader programming

Local reflection models

light sources

reflection

transparency

BRDFs

Textures

texture mapping

generation of texture coordinates

filtering

normal maps

environment maps

displacement maps

Global illumination

rendering equation

raytracing

spatial data structures

shadows

Polygonal meshes

subdivisional surfaces

Transformations

coordinate systems

fundamental transformations

projections

Graphics Hardware

raster displays

video cards

input devices

Rendering Pipeline

rasterization

clipping

shading

visibilty

shader programming

Local reflection models

light sources

reflection

transparency

BRDFs

Textures

texture mapping

generation of texture coordinates

filtering

normal maps

environment maps

displacement maps

Global illumination

rendering equation

raytracing

spatial data structures

shadows

- Comparison of different reflection models

- Decide which method is suitable to solve a particular problem of computer graphics

- Decide which method is suitable to solve a particular problem of computer graphics

Type | Attendance (h/Wk.) |
---|---|

Lecture | 2 |

Tutorial (voluntary) | 1 |

keine/none

none

electronic lecture slides

none

- Developing computer graphics applications

- Create interactive 3D programs

- Using a 3D API

- Applying the mathematical basis of Computer Graphics

- Applying the fundamental algorithms of Computer Graphics

- Testing and debugging of own applications

- Capturing and understanding textual instructions

- Create interactive 3D programs

- Using a 3D API

- Applying the mathematical basis of Computer Graphics

- Applying the fundamental algorithms of Computer Graphics

- Testing and debugging of own applications

- Capturing and understanding textual instructions

Type | Attendance (h/Wk.) |
---|---|

Practical training | 2 |

Tutorial (voluntary) | 1 |

keine/none

none

electronic laboratory exercises

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