Basics of Computer Graphics
Informacje ogólne
Kod przedmiotu: | 1500-ERASMBCG |
Kod Erasmus / ISCED: | (brak danych) / (brak danych) |
Nazwa przedmiotu: | Basics of Computer Graphics |
Jednostka: | Wydział Fizyki i Informatyki Stosowanej |
Grupy: | |
Punkty ECTS i inne: |
0 LUB
5.00
(w zależności od programu)
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Język prowadzenia: | (brak danych) |
Forma studiów: | stacjonarne |
Wymagania wstępne: | (tylko po angielsku) Programming skills in C++ language, basic knowledge of analytic geometry, matrix calculus, differential calculus and integral calculus. |
Skrócony opis: |
(tylko po angielsku) Acquainting of students with basic issues of graphics. Mastering of methods and algorithms used in computer graphics. Educating of skills in creating of graphic projects, being practical use of achieved knowledge. |
Efekty uczenia się: |
(tylko po angielsku) After termination of the course, student: e1. describes and explains differences between raster graphics and vector graphics, as well as describes basic raster operations and presents the used algorithms. e2. formulates and explains laws of human visual perception, as well as classifies and presents color models. e3. presents two- and three-dimensional transformations, as well as formulates and explains elements, equations and laws of matrix calculus used for the description of these transformations. e4. presents and defines the viewing pyramid, as well as parallel projection and perspective projection. e5. presents methods used for modeling curves, surfaces and solids (presents the description of the methods by basic mathematical formulae, explains these formulae, as well as describes the advantages and disadvantages of the methods), as well as methods used for creating textures and animations. e6. presents models of local and global illumination (presents the description of the models by basic mathematical formulae, explains these formulae, as well as describes the advantages and disadvantages of the models). e7. plans and creates one-, two- and three-dimensional objects. e8. plans and uses two- and three-dimensional transformations, as well as determines the viewing pyramid and uses projection. e9. plans and uses shading and texturing. e10. plans and uses illumination. e11. plans and uses animations. e12. plans and creates graphics projects. |
Zajęcia w cyklu "Semestr zimowy 2017/2018" (zakończony)
Okres: | 2017-10-01 - 2018-02-09 |
Przejdź do planu
PN WT ŚR CZ PT |
Typ zajęć: |
Ćwiczenia informatyczne, 28 godzin
Wykład, 28 godzin
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Koordynatorzy: | Paweł Kowalczyk | |
Prowadzący grup: | (brak danych) | |
Lista studentów: | (nie masz dostępu) | |
Zaliczenie: | Ocena zgodna z regulaminem studiów | |
Szczegółowe treści kształcenia: | (tylko po angielsku) 1. Introduction to computer graphics. 2. Raster graphics and vector graphics. Graphics files formats. 3. Color models. 4. Modeling the graphics scene and rendering pipelines. 5. OpenGL package, integration with programming environment. 6. Basic raster operations. 7. Matrix description of two- and three-dimensional transformations (translation, rotation, scaling, symmetries). 8. The viewing volume, projection. 9. Modeling curves and surfaces. 10. Modeling solids. Elimination of hidden elements. 11. Models of local illumination. Shading. 12. Global illumination. Ray tracing and radiosity methods. 13. Texturing. 14. Animations methods. |
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Literatura: |
(tylko po angielsku) 1. J. D. Foley, A. Dam, J. Hughes, R. Phillips, Wprowadzenie do grafiki komputerowej, Wydawnictwo WNT (2001). 2. M. Jankowski, Elementy grafiki komputerowej, Wydawnictwo WNT (2006). 3. R. S. Wright jr., N. Haemel, G. Sellers, B. Lipchak, OpenGL. Księga eksperta, Wydawnictwo Helion (2011). 4. J. Ganczarski, OpenGL w praktyce, Wydawnictwo BTC (2008). 5. M. DeLoura, Perełki programowania gier. Vademecum profesjonalisty, Wydawnictwo Helion (2002). |
Właścicielem praw autorskich jest UNIWERSYTET ŁÓDZKI.