052200 VU Foundations of Computer Graphics (2020S)
Prüfungsimmanente Lehrveranstaltung
Labels
An/Abmeldung
Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").
- Anmeldung von Mo 10.02.2020 09:00 bis Do 20.02.2020 09:00
- Abmeldung bis Do 30.04.2020 23:59
Details
max. 25 Teilnehmer*innen
Sprache: Englisch
Lehrende
Termine (iCal) - nächster Termin ist mit N markiert
- Dienstag 03.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 05.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 10.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 17.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 19.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 24.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 26.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 31.03. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 02.04. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 21.04. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 23.04. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 28.04. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 30.04. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 05.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 07.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 12.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 14.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 19.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 26.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 28.05. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 04.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 09.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 16.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Donnerstag 18.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
- Dienstag 23.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
-
Donnerstag
25.06.
13:15 - 14:45
Seminarraum 3, Währinger Straße 29 1.UG
Seminarraum 4, Währinger Straße 29 1.UG - Dienstag 30.06. 13:15 - 14:45 Hörsaal 3, Währinger Straße 29 3.OG
Information
Ziele, Inhalte und Methode der Lehrveranstaltung
Art der Leistungskontrolle und erlaubte Hilfsmittel
Assignments: 50%
3xCourse Feedback: 5%
Midterm: 20%
Final: 25%Covid-19 update from 2020-04-30:
Midterm exam: since the university premises are still closed, the midterm test will be held digitally. Details can be found in Moodle in the announcement forum.
Final exam: to date, the final exam is expected to be an on-premise exam.
3xCourse Feedback: 5%
Midterm: 20%
Final: 25%Covid-19 update from 2020-04-30:
Midterm exam: since the university premises are still closed, the midterm test will be held digitally. Details can be found in Moodle in the announcement forum.
Final exam: to date, the final exam is expected to be an on-premise exam.
Mindestanforderungen und Beurteilungsmaßstab
Teilnahme-voraussetzung: StEOP, PR2, MG2, THI, MOD, ADSA minimum grade of 25% must be earned on both Lab 2 and Lab 3.
A total minimum grade of 40% must be earned on both Lab 1 (1a+1b combined) and Lab 4 (4a+4b combined).
The grading scale for the course will be:
1: at least 87.5%
2: at least 75.0%
3: at least 60.0%
4: at least 40.0%
A total minimum grade of 40% must be earned on both Lab 1 (1a+1b combined) and Lab 4 (4a+4b combined).
The grading scale for the course will be:
1: at least 87.5%
2: at least 75.0%
3: at least 60.0%
4: at least 40.0%
Prüfungsstoff
1. Discuss the light transport problem and its relation to numerical integration i.e., light is emitted, scatters around the scene, and is measured by the eye.
2. Describe the basic graphics pipeline and how forward and backward rendering factor in this.
3. Create a program to display 3D models of simple graphics images.
4. Derive linear perspective from similar triangles by converting points (x, y, z) to points (x/z, y/z, 1).
5. Obtain 2-dimensional and 3-dimensional points by applying affine transformations.
6. Apply 3-dimensional coordinate system and the changes required to extend 2D transformation operations to handle transformations in 3D.
7. Contrast forward and backward rendering.
8. Explain the concept and applications of texture mapping, sampling, and anti-aliasing.
9. Explain the ray tracing/rasterization duality for the visibility problem.
10. Implement simple procedures that perform transformation and clipping operations on simple 2-dimensional images.
11. Implement a simple real-time renderer using a rasterization API (e.g., OpenGL) using vertex buffers and shaders.
12. Compare and contrast the different rendering techniques.
2. Describe the basic graphics pipeline and how forward and backward rendering factor in this.
3. Create a program to display 3D models of simple graphics images.
4. Derive linear perspective from similar triangles by converting points (x, y, z) to points (x/z, y/z, 1).
5. Obtain 2-dimensional and 3-dimensional points by applying affine transformations.
6. Apply 3-dimensional coordinate system and the changes required to extend 2D transformation operations to handle transformations in 3D.
7. Contrast forward and backward rendering.
8. Explain the concept and applications of texture mapping, sampling, and anti-aliasing.
9. Explain the ray tracing/rasterization duality for the visibility problem.
10. Implement simple procedures that perform transformation and clipping operations on simple 2-dimensional images.
11. Implement a simple real-time renderer using a rasterization API (e.g., OpenGL) using vertex buffers and shaders.
12. Compare and contrast the different rendering techniques.
Literatur
Edward Angel, Dave Shreiner Interactive Computer Graphics with WebGL, 7th edition, Addison-Wesley, 2015.
Zuordnung im Vorlesungsverzeichnis
Module: GFX VIN VMI
Letzte Änderung: Mo 07.09.2020 15:20
* basic raster graphics algorithms for drawing 2D primitives, antialiasing
* 2D and 3D geometrical transformations, 3D projections/viewing
* polygonal and hierarchical models
* hidden-surface removal
* basic rendering techniques (colour, shading, raytracing)
* interaction techniques
* textures