Computer Graphics Programming (med5) Date of last revision: May 19, 2010 People known to be working on this
Date 20.10.2016 Size 8.33 Kb. #6968
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 ProvisionsShare with your friends:
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