Computer Graphics and Game Technology (FRI)

Higher education teachers: Marolt Matija
Credits: 6
Semester: winter, winter
Subject code: 63269

Subject description


  • Enrollment in the study year.

Content (Syllabus outline):


  • 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

  1. Nikola Guid: Računalniška grafika. Univerza v Mariboru, FERI.
  2. D. Hearn, M.P. Baker: Computer Graphics with OpenGL, Pearson Prentice Hall, NJ USA.
  3. 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