Computer Graphics Programming (med5) Date of last revision: May 19, 2010 People known to be working on this



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Computer Graphics Programming (MED5)

Date of last revision: May 19, 2010

People known to be working on this:


Claus B. Madsen

Martin Kraus

Rasmus Stenholt

Lars Reng



Daniel Grest

Title: Computer Graphics Programming

Prerequisites: Introduction to Programming (MED1), Mathematics for Multimedia Applications (MED2), Image Processing (MED3), Procedural Programming (MED4)

Objective: Students who complete the course module will obtain the following qualifications.

Knowledge

        • Understanding of the accelerated graphics rendering pipeline

        • Understanding of the mathematical transformations involved in creating 2D projections from 3D models

        • Understanding of how a real time local illuminations model works, e.g., the Phong reflection model

        • Understanding of various performance and quality increasing techniques for real-time computer graphics

Skills

  • Ability to apply a graphics API such as OpenGL for developing accelerated 3D graphics applications containing simple procedurally generated/controlled content and elements of user control for interaction

  • Ability to set up a simple interactive game in a commercial game engine

Competencies

  • Ability to analyze a design for an application involving real-time computer graphics and choose whether it is most suitably implemented using a graphics API or using a game engine.

  • Ability to communicate on technical terms with personnel possessing a more advanced level of graphics and game programming competences.

Content The course module includes, but is not limited to, the following elements

  • Introduction to graphics hardware and software, and the rendering pipeline

  • Primitives, colors, and normals

  • Transformation matrices: viewing and modeling, projections

  • Hidden surface removal: culling and z-buffering

  • Efficiency and performance issues

  • Lighting (Phong reflection model) and shading (flat, Goraud, and Phong)

  • Blending, anti-aliasing, texturing, mip-mapping

  • Frame buffers, including stencil

  • (I am proposing that we skip this) Scene graphs

  • Introduction to vertex and fragment programs

  • Below this line: additions relative to the existing MED5 course

  • Techniques for real-time shadow generation

  • Introduction to a commercial game engine such as Unity

  • Introduction to graphical, web-based applications

Type of instruction: The course module will be taught as a mixture of lectures and individual assignments

Exam format: Individual oral exam based on completed and submitted assignments

Evaluation criteria: Are stated in the Framework Provisions
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