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Terminated in academic year 2014/2015

Computer Graphics II

Type of study Follow-up Master
Language of instruction Czech
Code 460-4033/01
Abbreviation PG II
Course title Computer Graphics II
Credits 4
Coordinating department Department of Computer Science
Course coordinator doc. Ing. Petr Gajdoš, Ph.D.

Subject syllabus

All lectures are divided into categories. The first category about OpenGL represents a theoretical basis for following lectures.

Introduction to OpenGL
- OpenGL primitives
- Transformations, matrix operations - push, pop
- Lighting, shading, materials
- Colors, Fog, Antialliasing
- Bitmapsa nd textures
- Framebuffers, render to texture
- Tessellation, Enumerators, Quadrics, NURBS

Shaders
- OpenGL 4+ + GLSL 4+

Specific Data Visualization
- Data structures and theirs representation in OpenGL
- Volumetric rendering
- Terrain models
- Finite elements visualization
- Medicine data visualization
- Visualization of chemical structures

Game Engines
- Data model of game engine
- Existing 3D models and theirs representation in OpenGL
- Bones systems, L-systems
- Physics models, nVidia PhysX
- Particle systems

Virtual Reality
- VRML, X3D
- Stereoscopy


Exercises:
Exercising will correspond to lectures.

Computer labs:
Exercising will correspond to lectures. Concrete tasks will be solved. A good knowledge of C++,C# or Java is required. Doporučeným jazykem je C++.

Literature

[1] Gordon, V. S., Clevenger, J. Computer Graphics Programming in OpenGL with C++. Mercury Learning & Information, 2nd edition, 2020.
[2] Sellers, G., Wright, R. S., Haemel, N. OpenGL Superbible: Comprehensive Tutorial and Reference. Addison-Wesley Professional, 2015, 880 pages, 7th edition, ISBN 978-0672337475 .
[3] De Vries, J.: Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion. Kendall & Welling, 2020, 522 pages, ISBN 978-9090332567 .
[4] Sojka, E.: Počítačová grafika II: metody a nástroje pro zobrazování 3D scén, VŠB-TU Ostrava, 2003, ISBN 80-248-0293-7 .
[5] Sojka, E., Němec, M., Fabián, T.: Matematické základy počítačové grafiky, VŠB-TU Ostrava, 2011.
[6] Stroustrup, B. The C++ Programming Language. Addison-Wesley Professional, 4th edition, 2013.

Advised literature

[1] Pharr, M., Jakob, W., Humphreys, G.: Physically Based Rendering, Third Edition: From Theory to Implementation, Morgan Kaufmann, 2016, 1266 pages, ISBN 978-0128006450 .
[2] Haines, E., Akenine-Möller, T. (ed.): Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Apress, 2019, 607 pages, ISBN 978-1484244265 .
[3] Shirley, P., Morley, R. K.: Realistic Ray Tracing, Second Edition, AK Peters, 2003, 235 pages, ISBN 978-1568814612 .
[4] Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering, Fourth Edition, AK Peters, 2018, 1198 pages, ISBN 978-1351816151 .