COMPGV10 - Computer Graphics
Note: Whilst every effort is made to keep the syllabus and assessment records correct, the precise details must be checked with the lecturer(s).- Code
- COMPGV10 (Also taught as: COMP3080 Computer Graphics)
- Year
- MSc
- Prerequisites
- Term
- 1
- Taught By
- Jan Kautz (100%)
- Aims
- To introduce the fundamental concepts of 3D computer graphics and give the students all the knowledge needed for creating an image of a virtual world from first principles.
- Learning Outcomes
- The students will be able to define a virtual world and create images of it. They will know how to write a basic ray tracer, and use a graphics library such as OpenGl (or equivalent).
Content:
- Introduction
- The painter's method
- Creating an image using ray tracing
- Ray casting using a simple camera
Local illumination
Global illumination with recursive ray tracing - Specifying a general camera
- World / image coordinates
Creation of an arbitrary camera
Ray tracing with an arbitrary camera - Constructing a scene
- Definition of polyhedra
Scene hierarchy
Transformations of objects / rays
Other modelling techniques - Acceleration Techniques
- Bounding volumes
Space subdivision - From ray tracing to projecting polygons
- Graphics pipeline
Transforming the polygons to image space
Sutherland-Hodgman clipping
Weiler-Atherton clipping - Polygon rasterization /Visible surface determination
- Scan conversion
Z-buffer
Interpolated shading
Texture mapping
OpenGL
Back face culling - Shadows
- Shadow volumes
Shadow buffer - The nature of light
- Transport theory, Radiance, luminance, radiosity
The radiance equation - Radiosity method
- Classical radiosity
Substructuring
Progressive refinement - Parametric surfaces
- Bezier Curves
B-Splines Curves
Method of Instruction:
Lecture presentations, and lab-classes.There are 2 courseworks, equally weighted.
Assessment:
The course has the following assessment components:
- Written Examination (2.5 hours, 75%)
- Coursework Section (2 pieces, 25%)
To pass this course, students must:
- Obtain an overall pass mark of 50% for all sections combined
The examination rubric is:
Answer THREE questions out of FIVE. All questions carry equal marks.
Resources:
Computer Graphics And Virtual Environments - From Realism to Real-Time. Mel Slater, Yiorgos Chrysanthou, Anthony Steed, ISBN
0201-62420-6, Addison-Wesley, 2002.

