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Syllabus for

Academic year
EDA425 - Advanced computer graphics
 
Owner: TDATA
4,0 Credits (ECTS 6)
Grading: TH - Five, Four, Three, Not passed
Level: C
Department: 37 - COMPUTER SCIENCE AND ENGINEERING


Teaching language: Swedish

Course module   Credit distribution   Examination dates
Sp1 Sp2 Sp3 Sp4 No Sp
0101 Examination 3,0 c Grading: TH   3,0 c   24 May 2006 pm V,  10 Jan 2006 am V,  25 Aug 2006 am V
0201 Project 1,0 c Grading: UG   1,0 c    

In programs

TITEA SOFTWARE ENGINEERING, Year 4 (elective)
TDATA COMPUTER SCIENCE AND ENGINEERING, Year 3 (elective)
TDATA COMPUTER SCIENCE AND ENGINEERING - Algorithms, Year 4 (elective)
TDATA COMPUTER SCIENCE AND ENGINEERING - Interactive simulations and games, Year 4 (elective)

Examiner:

Professor  Ulf Assarsson



Eligibility:

For single subject courses within Chalmers programmes the same eligibility requirements apply, as to the programme(s) that the course is part of.

Course specific prerequisites

Recommended: Linear algebra, programming, computer graphics (first course)

Aim

Computer graphics is used in a variety of different ares, such as computer games, virtual reality, movie generation (Toy Story, Matrix, Antz), rapid prototyping, and for architectural walkthroughs, to name a few.
The purpose of this course is the learn about the algorithms that efficiently generates two-dimensional images from three-dimensional worlds. These algorithms include real-time rendering (with OpenGL), ray tracing, radiosity, and global illumination. The images should be rendered as fast as possible, and on top of that look extremely realistic. Many of those algorithms are used in the industry, e.g., the game industry and feature film industry.

Goal

Upon completing the course the student shall have a good understanding of real-time rendering and photo-realistic rendering, the student shall also have gained sufficient practical knowledge on how to implement the algoritms in C, C++ or a similar language.

Content

In the first part, which is about real-time rendering, we study lighting models, special effects (shadows and reflections), advanced texturing, acceleration algorithms, graphics hardware and collision detection.
This means that many of the techniques/algorithms used in todays and tomorrows games are treated. We also look into future graphics hardware.

The second part focues on generating as realistic images as possible. This means that we study ray tracing, and global illumination algorithms. Speed-up techniques are treated for this as well.

To get a deep understanding of this large subject, the mathematics of the algorithms will be described in detail. In the latter part of the course, the students will do projekt work, where one can choose to focus on a selected algorithm and learn everything about that. Many different suggestions for the project work will be given.
One can create a 3D game or write a program to generate an image which is as realistic as possible.

Organisation

The first half of the term contains lots of lectures, and also one exercise using computers. After that the focus is on working on the project, and thus fewer lectures will be given.

Literature

T. Akenine-Möller, E. Haines: Real-Time Rendering, 2nd edition, AK Peters Ltd, 2002, ISBN 156881-182-9
Plus some journal papers.

Examination

Written exam, and finished project.
The grade is weighed as: 0.5*exam + 0.5*project


Page manager Published: Mon 28 Nov 2016.