Computer Graphics 2D / 3D Courseware

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Last Modified On :   February 18, 2009 2:08 PM PST
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Link to the Russian Courseware: http://www.itlab.unn.ru/?doc=959  

Section titles and Abstracts


1. Computer graphics in modern information systems
         2D graphics: raster and vector graphic systems. 3D graphics, video data displaying devices. Common problems of graphic systems development. Software tools hierarchy; use of base graphic APIs (OpenGL, DirectX).

2. Color and color space (theory of color)
         Additive color space: RGB. Difference color spaces: CMY and CMYK. Other color spaces (XYZ, Lab, HSB, YUV, …) . Color gamut. Spot colors. Color coding. Palette and color depth. Indexed color. Dithering. Color management system (CMS).

3. 2D-graphics and GUI programming principles


a. Raster graphic formats

Structure of the main raster format – BMP. Graphic user interface – GDI, image processing, filters.


b. Man-machine interaction principles

Motivation, generation and evaluation of ergonomic systems. Styles and techniques selection for interaction with a user; man-machine aspects of engineering; color dynamics; data structuring for better understanding.


4. 3D-graphics and virtual modeling support
          3D-pipeline and synthesis of 3D-images. Generalized structural scheme of the 3D-graphics accelerator. Modern methods of texturing (MIP-mapping, bump-mapping, super-sampling), filtering, and smoothing. Characteristics of modern 3D-accelerators.

5. Coordinate method in computer graphics

a. Two-dimensional transformation of coordinates
Transformation of points (rotation, scaling, reflections, shifts). Transformation of lines. Intersection of lines. Complex transformations. Transformation of area. Invariants.

b. Homogeneous coordinates
Translation. Rotation around an arbitrary point. Reflection across an arbitary axis. Projection interpretation of homogeneous coordinates. Conditions of correct conversion execution.

c. 3D affine transformation
Rotation around the coordinate axes. Reflection across the coordinate planes. Translation. Composition of transformations. Rotation around an arbitrary axis. Reflection across the arbitrary plane

d. Projections
Hierarchy chart of main projection types. Parallel projections. Axonometric, diametric, and isometric projections. Oblique projections (free and cabinet). Perspective projections (one-point, two-point, three-point). Methods of development perspective views (translation and rotation in combination with one-point perspective). Vanishing points and points trace. Photography and perspective projections. Stereographic projection. 3D-objects reconstructed by projections.

6. Base computational and rasterization algorithms


a. Computational geometry algorithms
Section pruning. Convex hull construction. Tesselation and triangulation. D elaunay triangulation.

b. Line rasterization algorithms.
Brute force computation of coordinates and incremental algorithms. Bresenham’s algorithms (8 and 4-connected). Bresenham’s circle rasterization algorithm.

c. Parametric polynomial curves. Bézier curve. Geometrical algorithm for the Bézier curve. B-splines and non-uniform rational B-splines (NURBS).

d. Figure rasterization algorithm
Elemental recursive algorithm of painting. Recursive algorithm of line painting. Filling algorithms that use mathematical edge description.

e. Line style. Stylus.
Thick line rasterization algorithm. Dotted line rasterization algorithm.

f. Filling style. Paintbrush. Texture. Texture mapping on a polyhedral. Triangulation at the texturing stage.


7. 3D-graphics methods and algorithms

a. Surface description models
Analytical model, parametric polynomial surfaces, NURBS-patches. Polygonal aspect of 3D objects (vector polygon model). Line-node model. Stripes and fans. Voxel model. Analytical grid. Non-regular grid. Contour lines.

b. Methods of 3D-scene realistic visualization
Wireframe rendering. Cutting of invisible points, lines (Roberts’ and Appel’s algorithms), and surfaces. Depth sort (the artist’s method). Floating horizon methods. Z-buffer method. Optimization methods: cutting of back edges, frame method, space decomposition, hierarchy.

c. Material models and surfaces fill
Optical reflection models (specular, nonspecular (diffuse), Lambert’s Law). Guro’s method. Fong’s method. Refraction of light. Ray tracing overview. Ray casting method. Method’s limitations. Primitive operation structure.


8. Natural objects and phenomena modeling methods

a. Fractals. Method of iterative function systems.

b. Noise simulation methods: midplane shifting method, Perlin noises.

c. Modeling Methods: landscapes, water surfaces and environment.


9. Base 3D-graphics program asserts

a. Cross-platform standards and OpenGL libraries. Usage basics.

b. MS DirectX. DX SDK – usage basics in 3D- graphics.

c. Principles and aids for programming graphic 3D accelerators. Vertex and pixel shaders, techniques and effects.

10. Computer animation and multimedia

a. Frame-by-frame animation; key-mode method and tweening, camera animation; scenarios system; animation of articulated structures and skeleton: Forward and inverse kinematics; computer vision, motion capture, OpenCV; procedura l animation; deformation.

b. Multimedia work techniques: audio, video and graphics; multimedia system composition; software tools for multimedia applications development; virtual reality.

11. Scientific graphics

a. Tools for typesetting and positioning of formulae for scientific papers.
Background. TeX, Scientific Work Place, and True Type for MS Word features.

b. Vector graphics systems for creating carpet and spatial plots and diagrams, illustrating experiments’ results. Background. CorelDraw, MathCAD, MatLab features


Practical Training Session


Number    Course Section Number     Task Title
1               3                                         Window interface development

                                                            in the MS Visual Studio environment
2               3,6                                       Multi-window application for BMP image filtering
                                                            Or Spline interactive modeling
3               7                                          Semitransparent objects and motion modeling

                                                             by means of OpenGL
4               8                                           2D modeling of Perlin noises and fractals
5               9                                          Adoption of 3D-modeling techniques, lightning

                                                             and texturing in the OpenGL environment
6               9                                          Environment and particles modeling by means

                                                             of OpenGL
7               9                                          Adoption of 3D-modeling techniques, lightning

                                                             and texturing in the MS DirectX environment
8               10                                        Animated characters in the DirectX environment