460-2021 – Fundamentals of Computer Graphics (ZPG)

Gurantor departmentDepartment of Computer Science
Subject guarantorIng. Martin Němec, Ph.D.
Study levelundergraduate or graduate
Subject version
Version codeYear of introductionYear of cancellationCredits
460-2021/01 2010/2011 2020/2021 6
460-2021/02 2015/2016 2020/2021 6
460-2021/03 2019/2020 4
460-2021/04 2019/2020 4

Subject aims expressed by acquired skills and competences

The aim of the course is to acquaint students with the basics of computer graphics. To provide overview of basics principles of 2D and 3D computer graphics. To acquaint with the vector and raster based objects displaying algorithms and methods in scenes, 2D objects rasterisation and trimming, 2D closed areas filling, objects transformations, 3D objects visibility solution, lighting, shading and texturing. To acquaint with the basic principles of the main graphical interfaces like OpenGL. To overrule the implementation and using of the interfaces in real graphical applications (camera, lights, models, shadows, etc.).

Teaching methods

Lectures
Seminars
Individual consultations
Tutorials
Project work

Summary

In this course, students get familiar with the basic posibilities of modern graphics card that are presented mainly by OpenGL. The main emphasis is aimed at showing the rendering pipeline (shaders) in modern OpenGL (version 3.3+).

Compulsory literature:

[1] Němec M.: Fundamentals of Computer Graphics. https://blender.vsb.cz/fundamentals-of-computer-graphics/. [2] Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane: Opengl Programming Guide, ISBN 978-0-321-77303-6, http://it-ebooks.info/book/2138/. [3] Khronos Group, OpenGL: the industry’s foundation for high performance graphics,2020. See http://www.opengl.org/. [4] Khronos Group, OpenGL Overview - The Khronos Group Inc, 2020. See https://www.khronos.org/opengl/.

Recommended literature:

[1] Hirley, Peter, Michael Ashikhmin, Steve Marschner. Fundamentals of Computer Graphics. 3rd ed. A K Peters/CRC Press, 2009. ISBN: 9781568814698. [2] J. de Vries, Learn OpenGL: Learn Modern OpenGL Graphics Programming in a Stepby-step Fashion. Kendall & Welling, 2020. [3] S. Shekar, C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming. Packt Publishing, 2019.

Prerequisities

Subject has no prerequisities.

Co-requisities

Subject has no co-requisities.