460-4033/02 – Computer Graphics II (PG II)

Gurantor departmentDepartment of Computer ScienceCredits4
Subject guarantordoc. Ing. Petr Gajdoš, Ph.D.Subject version guarantorIng. Tomáš Fabián, Ph.D.
Study levelundergraduate or graduate
Study languageCzech
Year of introduction2015/2016Year of cancellation
Intended for the facultiesFEIIntended for study typesFollow-up Master
Instruction secured by
LoginNameTuitorTeacher giving lectures
FAB038 Ing. Tomáš Fabián, Ph.D.
Extent of instruction for forms of study
Form of studyWay of compl.Extent
Full-time Graded credit 2+2
Combined Graded credit 10+5

Subject aims expressed by acquired skills and competences

The main goal consists in the knowledge extension in the area of computer graphics. The students will be acquainted with OpenGL API. The student should know all important features of OpenGL at the end of the course. Students should be able to: - define of main parts of OpenGL API, their sequence and importance - compare and present of outputs with respect to variations of OpenGL states - identify of code parts that are conductive to undesirable graphic outputs - remember the most important OpenGL commands - construct complex graphic scenes and optimize them - distinguish from different light models, theirs mathematical notions and OpenGL applications - understand base difference between OpenGL and GLSL The students should have to use OpenGL to make a 3D scene and solve a particular task.

Teaching methods

Lectures
Individual consultations
Tutorials

Summary

The main goal consists in the knowledge extension in the area of computer graphics. It is assumed, that the students can transfer their knowledge to practical application, e.g. in OpenGL and C++. All theoretical backgrounds will help the students to solve real tasks from the area of computer graphics.

Compulsory literature:

[1] Bjarne Stroustrup. The C++ Programming Language, 4th Edition. Addison-Wesley Professional, 4th edition, 5 2013. [2] Sumanta Guha. Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition. A K Peters/CRC Press, 2nd edition, 8 2014. [3] Graham Sellers, Richard S. Wright, and Nicholas Haemel. OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition). Addison-Wesley Professional, 6th edition, 7 2013.

Recommended literature:

[1] Bjarne Stroustrup. The C++ Programming Language, 4th Edition. Addison-Wesley Professional, 4th edition, 5 2013. [2] Sumanta Guha. Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition. A K Peters/CRC Press, 2nd edition, 8 2014. [3] Graham Sellers, Richard S. Wright, and Nicholas Haemel. OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition). Addison-Wesley Professional, 6th edition, 7 2013. [4] Dave Shreiner, Graham Sellers, John M. Kessenich, and Bill M. Licea-Kane. OpenGL Programming Guide: The Ocial Guide to Learning OpenGL, Version 4.3 (8th Edition). Addison-Wesley Professional, 8th edition, 3 2013. [5] David Wolff. OpenGL 4 Shading Language Cookbook - Second Edition. Packt Publishing, 2nd revised edition edition, 12 2013. [6] Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, and Aaftab Munshi. OpenGL ES 3.0 Programming Guide (2nd Edition). Addison-Wesley Professional, 2nd edition, 3 2014.

Way of continuous check of knowledge in the course of semester

Conditions for credit: Groups of max. 3 people will solve selected theme. The result consists in workable project which will be presented. Every one will have a short presentation from the area of computer graphics.

E-learning

Další požadavky na studenta

It is supposed that the student has knowledge in C, C++ programming.

Prerequisities

Subject has no prerequisities.

Co-requisities

Subject has no co-requisities.

Subject syllabus:

Lectures: 1. Introducing the standards OpenGL, DirectX, a brief history, a comparison and an overview of the application areas 2. OpenGL Pipeline, focus on programmable pipeline section, GLSL 3. Working with buffers, the method of their construction, utilization, mapping. 4. Advanced shading, materials, working with many light sources 5. Advanced texturing, design, effects 6. Advanced lighting models, ambient occlusion, etc. 7. Modeling of surfaces, tessellation 8. Advanced shaders I - Effects 9. Advanced shaders II - deferred shading 10. Visualization of specific data – e.g. particle systems 11. Integration physical model of the scene 12. Bone systems, L-systems, … 13. Stereoprojection 14. Game engine Practical exercise on computer labs: 1. Building of demo project using standard OpenGL, introduction of basic classes on system design scene, scene management, adding objects to scenes 2. Creating a basic GLSL shader, integration into scene management, the application of a simple shader on selected objects 3. Working with buffers (geometrical and image). 4. Advanced shading, materials, working with many light sources 5. Advanced texturing, design, effects 6. Advanced lighting models, ambient occlusion, etc. 7. Bump mapping, normal mapping, displacement mapping, parallax mapping, etc. 8. Implementation of the selected effects in GLSL 9. Implementing of deferred shading and its usage 10. Creating a visualization of the selected particle system 11. Integrating bone system within the scene 12. Stereoprojection 13. Adjustment demo application to the game engine.

Conditions for subject completion

Full-time form (validity from: 2015/2016 Winter semester)
Task nameType of taskMax. number of points
(act. for subtasks)
Min. number of points
Graded credit Graded credit 100  51
Mandatory attendence parzicipation:

Show history
Combined form (validity from: 2014/2015 Winter semester)
Task nameType of taskMax. number of points
(act. for subtasks)
Min. number of points
Graded credit Graded credit 100  51
Mandatory attendence parzicipation:

Show history

Occurrence in study plans

Academic yearProgrammeField of studySpec.FormStudy language Tut. centreYearWSType of duty
2019/2020 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology P Czech Ostrava 1 Choice-compulsory study plan
2019/2020 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology K Czech Ostrava 1 Choice-compulsory study plan
2018/2019 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology P Czech Ostrava 1 Choice-compulsory study plan
2018/2019 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology K Czech Ostrava 1 Choice-compulsory study plan
2017/2018 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology P Czech Ostrava 1 Choice-compulsory study plan
2017/2018 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology K Czech Ostrava 1 Choice-compulsory study plan
2016/2017 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology P Czech Ostrava 1 Choice-compulsory study plan
2016/2017 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology K Czech Ostrava 1 Choice-compulsory study plan
2015/2016 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology P Czech Ostrava 1 Choice-compulsory study plan
2015/2016 (N2647) Information and Communication Technology (2612T025) Computer Science and Technology K Czech Ostrava 1 Choice-compulsory study plan

Occurrence in special blocks

Block nameAcademic yearForm of studyStudy language YearWSType of blockBlock owner