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Computer Graphics

Code 14350
Year 3
Semester S1
ECTS Credits 6
Workload PL(30H)/T(30H)
Scientific area Informatics
Entry requirements Programming using an imperative language or an object-oriented language.
Mode of delivery - Face-to-face.
Work placements - N/A.
Learning outcomes The general objectives are to provide students with:
- programming and rapid prototyping skills of 2D and 3D graphics applications based on a graphic system (e.g., OpenGL) and a window system;
- the basic skills in programming and geometric modeling of synthetic scenes on computer;
- the essential skills in the generation of images of synthetic scenes in computer, which requires the understanding of the phenomena and interactions between light and the environment that lead to the formation of color;
- mathematical skills behind fundamental methods, techniques and algorithms in computer graphics;
- the core competencies in event-based programming.

Concerning the specific objectives, students should be able at least to:
- Develop and program an interactive graphical application in GLUT / OpenGL;
Model and program a 3D scene through triangle meshes;
- Schedule 3D scene lighting;
- Program the application of textures to geometric models;

Syllabus Introduction to 2D/3D graphics. Light and color. Scanline rendering: graphics primitives, geometric transformations, and viewing transformations. Geometric computing: convex hull, k-nearest neighbors, triangle meshes, point clouds. Optics, illumination, and coloring: Blinn-Phong model; flat shading; Gouraud shading; Phong shading. Shader fundamentals and programming: vertex shader; fragment shader; scene graph. Textures: texture mapping; environment mapping; light mapping; bump mapping. Global illumination. Ray tracing: reflection and transmission; acceleration structures.
Main Bibliography - J. Hughes, A. van Dam, M. McGuire, D. Sklar, J. Foley, S. Feiner, e K. Akeley. Computer Graphics: Principles and Practice (3ª edição). Addison-Wesley, 2013.
- T. Akenine-Moller, E. Haines, N. Hoffman, A. Pesce, M. Iwanicki, e S. Hillaire. Real-Time Rendering (4ª edição), CRC Press, 2018.
- G. Sellers and R. Wright Jr. OpenGL SuperBible: Comprehensive Tutorial and Reference (7ª edição), Pearson, 2015.
- V. Scott Gordon and J. Clevenger. Computer Graphics Programming in OpenGL with C++, Mercury learning & Information, 2018.
- E. Angel and D. Shreiner. Interactive Computer Graphics: A Top-Down Approach with WebGL (7ª edição), Pearson, 2014.
- M. Botsch, L. Kobbelt, M. Pauly, P. Alliez, and B. Levy. Polygon Mesh Processing. A.K. Peters / CRC Press, 2010.
Teaching Methodologies and Assessment Criteria Teaching methodologies:
- Theoretical classes;
- Practical-laboratory classes with the resolution of exercises;
- 3 practical assignments ;
- 1 group project;
- Tutoring to clarify doubts and monitor the student in the development of his project.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2024-01-21

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