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Syllabus:

Computer Graphics, 7.5 Credits

Swedish name: Datorgrafik

This syllabus is valid: 2023-06-26 and until further notice

Course code: 5DV179

Credit points: 7.5

Education level: First cycle

Main Field of Study and progress level: Computing Science: First cycle, has at least 60 credits in first-cycle course/s as entry requirements

Grading scale: Pass with distinction, Pass with merit, Pass, Pass with distinction, Pass, Fail

Responsible department: Department of Computing Science

Established by: Faculty Board of Science and Technology, 2017-09-29

Revised by: Faculty Board of Science and Technology, 2023-03-14

Contents

The course deals with the basics of 2- and 3-dimensional computer graphics.

The course provides an introduction to computer graphics with a focus on real-time graphics. The emphasis is on developing an understanding of the graphic pipeline från processor (CPU) via graphic processor (GPU) to display. All major steps in the translation process from an object description of a 2D or 3D model to a rendered image are explained. Some examples of theory and algorithms including in this course are: Geometric projections, transformations, and coordinate systems; rasterization and polygon rendering; parametric curves; determination of visible lines and surfaces; lighting models and shading; color theory; as well as texture and bump mapping.

Theories, methods, and techniques are applied in an individual project where a visualization program for 2D and 3D objects is designed and then implemented. Programming skills in C++ combined with the computer graphics standard OpenGL for graphics programming in 2D and 3D are practiced throughout the project. This includes shader programming on a GPU as well as the use of software libraries for graphical user interfaces.

Expected learning outcomes

Knowledge and Understanding
After having completed the course the student will be able to: 

  • (FSR 1) understand the data flow and its various components in a rasterization-based graphics rendering system,
  • (FSR 2) understand how 3D models are represented as polygon models in a computer graphics context, including fundamental lighting models, rendering techniques, and algorithms related to polygon-oriented computer graphics,
  • (FSR 3) derive geometric view and projection models and transformations of homogeneous coordinates in computer graphics, like transformations of 3D objects, transformations between object-world-camera coordinate systems, and perspective and parallel projection.

Skills and Abilities
After having completed the course the student will be able to: 

  • (FSR 4) implement and apply theories and algorithms in computer graphics such as geometric projections and transformations, view and projection models, and different lighting models and algorithms for rendering polygon-based objects,
  • (FSR 5) use a computer graphics standard such as OpenGL, and basic programming of GPU hardware,
  • (FSR 6) design and implement basic software for visualization of 2D and 3D objects.

Values and Attitudes
After having completed the course the student will be able to:

  • (FSR 7) demonstrate the ability to determine what is relevant in an oral presentation of a software project and to deliver this presentation in a manner that makes it clear to the audience,
  • (FSR 8) critically reflect on their own choice of program libraries and system design and suggest improvements.

Required Knowledge

At least 90 ECTS, including 60 ECTS Computing Science, or at least 120 ECTS within a study programme. At least 7.5 ECTS programming; 7.5 ECTS object-oriented programming; 7.5 ECTS data structures and algorithms; 7.5 ECTS linear algebra; and 7.5 ECTS differential calculus.

Form of instruction

Instruction consists of lectures and complementary workshops with a focus on deepening the understanding of fundamental theoretical and practical parts. The practical parts run in parallel with the theoretical parts and consists of 2-3 individual assignments and one larger individual project conducted throughout the duration of the course.

Examination modes

The theory is assessed through a written exam in halls (FSR 1, 2, 3). The project is assessed through code reviews and oral presentations and demonstrations of the various parts of the project (FSR 4, 5, 6, 7, 8), both individually and in groups.

The grade scale is Fail (U), Pass (3), Pass with Merit (4), and Pass with Distinction (5) and the grade is assessed by combining the performance on all parts of the examination.

Adapted examination
The examiner can decide to deviate from the specified forms of examination. Individual adaptation of the examination shall be considered based on the needs of the student. The examination is adapted within the constraints of the expected learning outcomes. A student that needs adapted examination shall no later than 10 days before the examination request adaptation from the Department of Computing Science. The examiner makes a decision of adapted examination and the student is notified.


 

Other regulations

This course may not be used towards a degree, in whole or in part, togehter with another course of similar content. If in
doubt, consult the student counselors at the Department of Computing Science and / or the program director of your
program.



If the syllabus has expired or the course has been discontinued, a student who at some point registered for the course is guaranteed at least three examinations (including the regular examination) according to this syllabus for a maximum period of two years from the syllabus expiring or the course being discontinued.

Literature

Valid from: 2023 week 26

Real-time rendering, fourth edition
Akenine-Möller Tomas, Haines Eric, Hoffman Naty
Fourth edition. : Boca Raton : Taylor & Francis, CRC Press : 2018 : 1178 pages :
ISBN: 9781138627000
Mandatory
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