Computer Graphics and Game Technology (FRI)
Higher education teachers: Marolt Matija
Credits: 6
Semester: winter, winter
Subject code: 63269
Subject description
Prerequisits:
- Enrollment in the study year.
Content (Syllabus outline):
Lectures:
- Introduction.
- Basic math.
- Affine transformations, coordinate systems, homogeneous coordinates.
- Projections.
- Representations: polygons, subdivision surfaces, parametric curves. Hierarchies.
- Local illumination and shading.
- Texture mapping.
- Graphics pipeline: culling and clipping, rasterisation, z-buffer.
- Shaders
- Collision detection.
- Space partitioning methods.
- Colors.
- Global illumination: raytracing.
Laboratory: Students will implement an interactive game. Exercises will include an introductionary course on OpenGL and Unity and individual project work with final public presentation of results.
Objectives and competences:
The objective is to present students the programming and algorithmic background of computer graphics and games. When completing the course, students will be able to gain the following competences: - the ability to understand and solve professional challenges in computer and information science. - the ability to apply acquired knowledge in independent work for solving technical and scientific problems in computer and information science; the ability to upgrade acquired knowledge. - the ability to independently perform both less demanding and complex engineering and organisational tasks in certain narrow areas and independently solve specific well-defined tasks in computer and information science - the ability to independently develop interactive 3D applications and games.
Intended learning outcomes:
After the completion of the course the student will be able to: - understand the mathematical background of basic computer graphics algorithms - know the different representations of 3D objects - understand the inner workings of the graphics pipeline - understand the basics of optimization techniques needed to develope interactive graphical applications - understand the principles of low-level and high-level 3D graphics programming - develop an interactive 3D graphical application or game using low-level or high-level programming libraries.
Learning and teaching methods:
Lectures with practical demonstrations, making of a project under the supervision of the laboratory assistant.
Study materials
- Nikola Guid: Računalniška grafika. Univerza v Mariboru, FERI.
- D. Hearn, M.P. Baker: Computer Graphics with OpenGL, Pearson Prentice Hall, NJ USA.
- D.H. Eberly: 3D Game Engine Design, Morgan Kaufman Publishers, CA USA.
Study in which the course is carried out
- 3 year - 1st cycle - Multimedia