Lectures
1. Introduction Computer Graphics. Raster and vector graphics (point, vector, line, curve, etc.). Interpolation.
2. Graphics hardware. Introduction to standard rendering pipeline (OpenGL).
3. 3D Object representation in CG (polygonal, CSG, procedural, etc.), object topology. Model formats (OBJ, FBX).
4. Transformations in CG (move, rotation, scale), projective space.
5. Projections (perspective vs. orthogonal projection), camera, clipping, rasterization.
6. Colors, human eye, light (pointlight, spotlight, directional light, area light). Color mixing (blending).
7. Lighting, local lighting models (Lambert, Phong), global lighting models, BRDF, radiosity, ray-tracing, ambient occlusion, shading.
8. Textures in OpenGL texture units, Texel. UV mapping.
9. Visible surface algorithms (z-buffer, painter's algorithm). Skybox, skydome.
10. Bump mapping, normal mapping. Displacement mapping.
11. Shadows in CG, shadow algorithm, shadow maps.
12. Curves (Bezier curve) .
Exercises
1. Basic mathematics in CG, matrixs, etc. Project in C ++ with libraries.
2. Introduction to modern OpenGL. The structure of the project.
3. Objects in OpenGL VBO, IBO, glDrawElements, glDrawArrays.
4. View and projection transformations(MVP).
5. Shaders (vertex, fragment).
6. Phong reflection model.
7. Loading textures (OpenCV), uv-mapping.
8. Visibility, skybox, skydome.
9. Normal mapping.
10. Shadows, shadow maps.
11. Movement along the curve.
12. 3D printing.
1. Introduction Computer Graphics. Raster and vector graphics (point, vector, line, curve, etc.). Interpolation.
2. Graphics hardware. Introduction to standard rendering pipeline (OpenGL).
3. 3D Object representation in CG (polygonal, CSG, procedural, etc.), object topology. Model formats (OBJ, FBX).
4. Transformations in CG (move, rotation, scale), projective space.
5. Projections (perspective vs. orthogonal projection), camera, clipping, rasterization.
6. Colors, human eye, light (pointlight, spotlight, directional light, area light). Color mixing (blending).
7. Lighting, local lighting models (Lambert, Phong), global lighting models, BRDF, radiosity, ray-tracing, ambient occlusion, shading.
8. Textures in OpenGL texture units, Texel. UV mapping.
9. Visible surface algorithms (z-buffer, painter's algorithm). Skybox, skydome.
10. Bump mapping, normal mapping. Displacement mapping.
11. Shadows in CG, shadow algorithm, shadow maps.
12. Curves (Bezier curve) .
Exercises
1. Basic mathematics in CG, matrixs, etc. Project in C ++ with libraries.
2. Introduction to modern OpenGL. The structure of the project.
3. Objects in OpenGL VBO, IBO, glDrawElements, glDrawArrays.
4. View and projection transformations(MVP).
5. Shaders (vertex, fragment).
6. Phong reflection model.
7. Loading textures (OpenCV), uv-mapping.
8. Visibility, skybox, skydome.
9. Normal mapping.
10. Shadows, shadow maps.
11. Movement along the curve.
12. 3D printing.