COMPUTERGRAFIEK
 
Taught in 1st year Master in Industrial Sciences in Computer Science
Theory [A] 24.0
Exercises [B] 0.0
Training and projects [C] 0.0
Studytime [D] 85.0
Studypoints [E] 3
Level  
Credit contract? Access upon approval
Examination contract? Access upon approval
Language of instruction Dutch
Lecturer Joris Moreau
Reference IMIWIT01K00003
 
Key words
Computer science (P170), Informatics (P175), Computer technology (T120)

Objectives
A survey of various techniques to define and render 3D objects

Topics
  • Rastering
  • Affine transformations and perspective projections
  • Curves and splines
  • Surfaces
  • Wavelets
  • Rendering of 3D objects


Prerequisites
Final Objectives acquiered by Mathematics I, II & III, Numerical Algoritms

Final Objectives
Acquired concepts
  • Midpoint subdivision, quadrant and octant DDD, Multi-step DDA
  • Rastering of circles (Bresenham algoritm), filled polygons and thick lines
  • Antialiasing, supersampling, postfiltering, prefiltering
  • Affine 3D rotations, scaling operations, reflections, translations
  • Perspective projection, viewport, 2D and 3D clipping
  • CAGD, data points, control points, parameter representation, tangent line, osculating circle
  • Base matrix, blending functions, barycentric combination
  • Linear, Lagrange and Hermite interpolation, extended Neville algoritm
  • Blossom notation, multi-linearity, Bézier curve, convex hull property
  • Segmentation and raising of degree, continuity of Bézier splines
  • Bézier representation of Lagrange of Hermite interpolated curves
  • Polynomial B-splines, knot vector, virtual and real knots, nodal points
  • Bézier representation of B-splines
  • Knot insertion, uniform and open-uniform B-splines
  • Cox and de Boor algoritm, rationale B-splines (NURBS)
  • Construction ov circles
  • 1D-wavelets, analysis or decomposition, synthesis or reconstruction
  • Multi-resolution analysis, Haar wavelet transformation and spline wavelets
  • Tensor product surfaces
  • Bézier patches, NURBS patches, Coons and Gordon surfaces
  • 2D-wavelets and tensor product wavelets
  • Removal of invisible surfaces: z-Buffer, list-priority, scanline, ray casting and area subdivision algoritms
  • Diffuse and mirroring reflection, ambient light, local and global reflection models
  • Ray tracing and radiosity
  • Gouraud and Phong shading
Acquired insights
  • Algoritms for rastering of basic objects
  • Antialiasing methods
  • Calculation of affine transformations and of perspective projections
  • Survey of CAGD techniques
  • Applying discrete wavelet transformations in computer graphics
  • Methods for removal of invisible surfaces
  • Applying effects of light and shadow, illuminating and reflection models
Acquired competence goals
  • Ability to apply general scientific insights (numerical methods) to scientific problems (rendering of 3D objects) (AWC2)
  • Ability to analyse engineering problems in a scientific way, and to solve them (ATC2)
  • Ability to use research methods and techiques to solve engineering problems (ATC4)
  • Ability to implement and apply basic algorithms and data structures (SC8)
  • Ability to obtain knowledge and insight in present-day scientific research in computer science (SC10)


Materials used
::Click here for additional information::
Syllabus, slides and interactive applets

Further reading:

  • Farin, Gerald, Curves and Surfaces for CAGD, Morgan Kaufmann, 2002
  • Goldman, Ron, Pyramid Algorithms, Morgan Kaufmann, 2003
  • Prautzsch, Hartmut, Boehm, Wolfgang en Paluszny, Marco, Bézier and B-Spline Techniques, Springer, 2002
  • Salomon, David, Computer Graphics and Geometric Modeling, Springer, 1999
  • Stollnitz, Eric J., Derose, Tony D. en Salesin, David H., Wavelets for Computer Graphics, Morgan Kaufmann, 1996



Study costs
€ 4

Study guidance
The students can make an appointment or e-mail

Teaching Methods
Lectures

Assessment
Oral examination

Lecturer(s)
Joris Moreau