Lectures:
3D rendering pipeline. Affine and projective transformations and their matrix representation. Matrices for elementary transformations.
Determining transformation matrices for various methods of projection.
Computing illumination. Phong reflection model. Rasterisation. Gouraud and Phong shading. Hidden surface removal. Z-buffer.
Texture mapping. Clipping the parts of objects lying otside the viewing cone.
OpenGL: Conception of the standard. Drawing graphical objects, setting atributes. Display list.
Modelling and viewing transformation. Adding transformations.
OpenGL: Illumination. Definning material properties. Texturing.
OpenGL: Drawing curves and surfaces. Object picking.
Computer labs:
During the exercises, the students will work out (under the supervision) a bigger rendering program, and a tiny program in OpenGL.
3D rendering pipeline. Affine and projective transformations and their matrix representation. Matrices for elementary transformations.
Determining transformation matrices for various methods of projection.
Computing illumination. Phong reflection model. Rasterisation. Gouraud and Phong shading. Hidden surface removal. Z-buffer.
Texture mapping. Clipping the parts of objects lying otside the viewing cone.
OpenGL: Conception of the standard. Drawing graphical objects, setting atributes. Display list.
Modelling and viewing transformation. Adding transformations.
OpenGL: Illumination. Definning material properties. Texturing.
OpenGL: Drawing curves and surfaces. Object picking.
Computer labs:
During the exercises, the students will work out (under the supervision) a bigger rendering program, and a tiny program in OpenGL.