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Syllabus for

Academic year
TDA362 - Computer graphics  
Computer graphics
 
Syllabus adopted 2017-02-23 by Head of Programme (or corresponding)
Owner: MPIDE
7,5 Credits
Grading: TH - Five, Four, Three, Fail
Education cycle: Second-cycle
Major subject: Computer Science and Engineering, Information Technology
Department: 37 - COMPUTER SCIENCE AND ENGINEERING


Teaching language: English
Open for exchange students: Yes
Block schedule: D+

Course elements   Credit distribution   Examination dates
Sp1 Sp2 Sp3 Sp4 Summer course No Sp
0117 Examination 6,0c Grading: TH   6,0c   18 Jan 2019 am SB-MU   26 Apr 2019 pm M   27 Aug 2019 pm SB_M  
0217 Laboratory 1,5c Grading: UG   1,5c    

In programs

MPCSN COMPUTER SYSTEMS AND NETWORKS, MSC PROGR, Year 1 (elective)
MPCSN COMPUTER SYSTEMS AND NETWORKS, MSC PROGR, Year 2 (elective)
TKITE SOFTWARE ENGINEERING, Year 3 (elective)
MPALG COMPUTER SCIENCE - ALGORITHMS, LANGUAGES AND LOGIC, MSC PROGR, Year 1 (elective)
MPALG COMPUTER SCIENCE - ALGORITHMS, LANGUAGES AND LOGIC, MSC PROGR, Year 2 (elective)
MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 1 (compulsory elective)
MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 2 (elective)

Examiner:

Ulf Assarsson

Replaces

TDA360   Computer graphics


  Go to Course Homepage

 

Eligibility:


In order to be eligible for a second cycle course the applicant needs to fulfil the general and specific entry requirements of the programme that owns the course. (If the second cycle course is owned by a first cycle programme, second cycle entry requirements apply.)
Exemption from the eligibility requirement: Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling these requirements.

Course specific prerequisites

No strict requirements. However, the lectures and tutorials assume the student has 1) knowledge corresponding to a course in algorithms and data structures, 2) programming skills in an imperative high-level language (e.g., C, C++ or Java), and 3) some understanding of vector analysis in three dimensions (the dot product, cross product, and matrix multiplication). Typically, the student has successfully completed an education comparable with a bachelor degree within Computer Science or equivalent.

Aim

The course aims to provide broad knowledge about algorithms for three dimensional computer graphics and also gives the student experience in implementing basic 3D graphic techniques.

Learning outcomes (after completion of the course the student should be able to)

Describe the fundamental algorithms and processes used to create computer graphics in 3D-games and movies.
Utilize the functionality of dedicated hardware support for graphics through programming interfaces.
Implement efficient algorithms to generate 2-dimensional images from 3-dimensional models.
Implement algorithms to generate real-time renderings and photo realistic renderings.

Content

The course provides knowledge of the principles used to create images through computer algorithms. The primary focus is on real-time rendering and photo realistic rendering.

The first part of the course covers real-time rendering, and techniques for e.g. illumination, special effects, shadows and reflections will be studied. Design of graphics hardware and speedup algorithms will also be treated.

The second part focuses on generating photo-realistic images and includes studying of ray tracing and global illumination. In addition, the corresponding mathematics will be revealed.

Organisation

The course is organized into lectures and exercises. The exercises focus on implementing 3D graphics algorithms using C, C++ or possibly Java.

Literature

See separate literature list on the course home page.

Examination including compulsory elements

Written exam. Grading scale U, 3, 4, 5. Laborations. Grading scale: Pass (G), Fail (U).


Published: Fri 18 Dec 2009. Modified: Mon 28 Nov 2016