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.
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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.
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