Subject description
Lectures:
3D representations
- solid bodies, CSG, B-Reps
- voxels, indirect rendering, volumetric rendering
- point based representations, mesh reconstruction
Rendering
- foundations of radio- and photometry, lighting, reflection
- advanced lighting models, BRDF, subsurface scattering
- global illumination: rendering equation, models for solutions
- Monte Carlo path tracing, Metropolis light transport, photon mapping
Animation
- interpolation, kinematics
- motion capture, editing and retargeting
- dynamics: particle and mass-spring systems, animation of fluids, rigid bodies, deformable models
- crowd simulation
- facial animation
Laboratory:
Laboratory projects, where students implement their own solutions for visualization and animation of 3D models.
The subject is taught in programs
Objectives and competences
The objective of the course is that students gain understanding of mathematical, physical and algorithmic aspects that are the basis of modern approaches in computer graphics (theory) and that they can apply them to their own software solutions (practice).
When completing the course, students will gain the following competences:
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Developing skills in critical, analytical and synthetic thinking
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The ability to define, understand and solve creative professional challenges in computer and information science
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The ability of professional communication in the native language as well as a foreign language
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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
Competences in computer and information science granting access to further study at 3rd cycle doctoral programmes
Teaching and learning methods
Lectures with practical demostrations, laboratory work under the supervision of assistants.
Expected study results
After the completion of the course the student will be able to:
– understand the methods for direct and indirect reconstruction and rendering of 3D objects
– know the basics of radiometry and photometry
– understand the methods for photorealistic rendering
– understand and use probabilistic methods for numerical integration
– understand and use methods for numeric solving of ordinary differential equations
– understand the different methods for animation
– analyze and implement advanced computer graphics methods based on study of scientific literature
Basic sources and literature
- Matt Phar and Greg Humphreys: Physically Based Rendering: From Theory To Implementation. Morgan Kaufmann, Second Edition, 2010
- Rick Parent: Computer Animation: Algorithms and Techniques. Morgan Kaufmann, 3. edition 2012.
- John Hughes , Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley: Computer Graphics: Principles and Practice. Addison-Wesley Professional; 3. edition, 2013