Computer graphics

Course info:

Semester: 7

Elective

ECTS: 6

Hours per week: 3

Professor: T.B.D.

Teaching style: Face to face, distance learning, homeworks and projects

Grading: Written Exam, Performance / Staging

Activity Workload
Lectures 26
Tutorials 9
Laboratory Projects 25
Homeworks and Projects 25
Individual study 62
Examination 3
Course total 150

Learning Results

Upon successful completion of the course, students will have obtained:

  • Knowledge of the theoretical concepts of Computer Graphics and their contemporary status, understanding their position and role in the Computer Graphics pipeline for image and scene synthesis
  • Ability to design and develop professional graphics applications responding to the needs and issues of the problem addressed, exploiting state-of-the-art technological platforms
  • Understanding of the advantages and disadvantages of the available technological solutions related to Computer Graphics, allowing them to offer consulting towards their choice depending on the problem
  • Background rendering them able to follow, understand and assess future theoretical and technological developments in the field of Computer Graphics
  • Ability to combine and integrate theoretical and technological ideas and mechanisms from other fields to improve and extend the functionality offered in Computer Graphics solutions
  • Competent background rendering them ready to successfully participate in courses pertaining to Advanced Computer Graphics both at the theoretical and technological level

Skills acquired

  • Individual Work
  • Team Work
  • Research, analyze and synthesize information and data, with the use of necessary technologies
  • Advance free, creative and causative thinking
  • History of Computer Graphics
  • Computer Graphics Pipeline
  • Light, Color Models and Gamuts
  • Useful Mathematical Concepts Reminders
  • Transformations in 2D and 3D – homogeneous coordinates
  • Viewing and Projection
  • Drawing Algorithms
  • Parametric Lines and Surfaces
  • Polygons
  • Line and Surface Clipping
  • Hidden Surface Elimination
  • Lighting and Shading
  • Imperative and Declarative Modeling
  • Computer Graphics Technologies and Platforms
  1. John F. Hughes, Andries Van Dam, James D. Foley, Morgan McGuire, Steven K. Feiner, David F. Sklar, Kurt Akeley, Computer Graphics: Principles and Practice, Addison-Wesley, 2014.
  2. Professional WebGL Programming: Developing 3D Graphics for the Web, Andreas Anuru, WROX, 2012
  3. Plemenos D., Miaoulis G., (Eds.) Intelligent Scene Modeling Information Systems, Springer, 2009.
  4. Beginning WebGL for HTML5, Brian Danchilla, Springer, 2012.
  5. Foley J.D., van Dam A., Feiner S.K., Hughes J.F. Phillips R.L., Introduction to Computer Graphics, Addison-Wesley, 1994.
  6. K.Matsuda, R.Lea, WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL, Addison-Wesley, 2013.

Related scientific journals:

  1. ACM Transactions on Graphics
  2. IEEE Transactions on Visualization and Computer Graphics
  3. The Visual Computer, Springer
Learning Results - Skills acquired

Learning Results

Upon successful completion of the course, students will have obtained:

  • Knowledge of the theoretical concepts of Computer Graphics and their contemporary status, understanding their position and role in the Computer Graphics pipeline for image and scene synthesis
  • Ability to design and develop professional graphics applications responding to the needs and issues of the problem addressed, exploiting state-of-the-art technological platforms
  • Understanding of the advantages and disadvantages of the available technological solutions related to Computer Graphics, allowing them to offer consulting towards their choice depending on the problem
  • Background rendering them able to follow, understand and assess future theoretical and technological developments in the field of Computer Graphics
  • Ability to combine and integrate theoretical and technological ideas and mechanisms from other fields to improve and extend the functionality offered in Computer Graphics solutions
  • Competent background rendering them ready to successfully participate in courses pertaining to Advanced Computer Graphics both at the theoretical and technological level

Skills acquired

  • Individual Work
  • Team Work
  • Research, analyze and synthesize information and data, with the use of necessary technologies
  • Advance free, creative and causative thinking
Course content
  • History of Computer Graphics
  • Computer Graphics Pipeline
  • Light, Color Models and Gamuts
  • Useful Mathematical Concepts Reminders
  • Transformations in 2D and 3D – homogeneous coordinates
  • Viewing and Projection
  • Drawing Algorithms
  • Parametric Lines and Surfaces
  • Polygons
  • Line and Surface Clipping
  • Hidden Surface Elimination
  • Lighting and Shading
  • Imperative and Declarative Modeling
  • Computer Graphics Technologies and Platforms
Recommended bibliography
  1. John F. Hughes, Andries Van Dam, James D. Foley, Morgan McGuire, Steven K. Feiner, David F. Sklar, Kurt Akeley, Computer Graphics: Principles and Practice, Addison-Wesley, 2014.
  2. Professional WebGL Programming: Developing 3D Graphics for the Web, Andreas Anuru, WROX, 2012
  3. Plemenos D., Miaoulis G., (Eds.) Intelligent Scene Modeling Information Systems, Springer, 2009.
  4. Beginning WebGL for HTML5, Brian Danchilla, Springer, 2012.
  5. Foley J.D., van Dam A., Feiner S.K., Hughes J.F. Phillips R.L., Introduction to Computer Graphics, Addison-Wesley, 1994.
  6. K.Matsuda, R.Lea, WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL, Addison-Wesley, 2013.

Related scientific journals:

  1. ACM Transactions on Graphics
  2. IEEE Transactions on Visualization and Computer Graphics
  3. The Visual Computer, Springer