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Graphic systems and applications [ LINGI2325 ]


5.0 crédits ECTS  30.0 h + 15.0 h   2q 

Teacher(s) Dutré Philip ;
Language English
Place
of the course
Louvain-la-Neuve
Prerequisites

The programming assignment for this course (which is rather elaborate) requires good programming skills and the use of the UNIX operating system.

Main themes
  • Hardware for graphics systems.
  • Fundamental concepts of computer graphics software.
  • Data structures used in graphics applications.
  • Study of specialized algorithms: line drawing, polygon filling, transformations, clipping, perspective projection, visible-surface determination, ray tracing, radiosity.
  • Study and use of standard software packages for graphics applications.
  • Modelling surfaces and threedimensional objects.
Aims
  • Master the fundamental concepts in the field of Computer Graphics, in particular the high-level notions which allow to minimize the impact of hardware characteristics and facilitate the construction of well-structured programs.
  • Know the principles underlying the main algorithms for object visualisation: line drawing, raster conversion, clipping, transformations, projections (perspective), shading, hidden-surface elimination.
  • Understand the structure of software packages for graphics applications. - Learn to construct software for graphics applications.
  • Know the most important techniques for modelling threedimensional objects.
Teaching methods
  • Lectures
  • Two programming assignments allow the students to become acquainted with the implementation details of some of the algorithms presented in the course (3-D transformations and perspective, hidden surface elimination, ray tracing, ...)
Content
  • Fundamental algorithms for the visualisation of 2-D primitives on raster hardware: lines, circles, polygons, clipping, filling.
  • Geometrical transformations (2-D and 3-D), projections.
  • Representations of curves and surfaces: polygonal meshes, parametric cubic curves, parametric bicubic surfaces, fractal models, grammar-based models.
  • Solid modelling using boolean operations, sweeping, spatial partitioning.
  • Human perception of light and color.
  • Visible-surface determination algorithms: z-buffer, scan-line algorithms, ray casting, priority lists, image subdivision.
  • Shading models and shadow casting, ray tracing, transparency, radiosity, global illumination.
Bibliography
  • F. S. Hill, "Computer Graphics using Open GL (2nd ed.)", Prentice-Hall, 2001, 0-13-320326-3.
  • Foley, van Dam, Feiner, Hughes, "Computer Graphics: principles and practice (2nd ed.)", Addison-Wesley, 1990, 0-201-12110-7.
  • Foley, van Dam, Feiner, Hughes, Phillips, "Introduction à l'Infographie (éd. française)", Addison-Wesley, 1995, 2-87908-058-4.
  • Burger, Gillies, "Interactive Computer Graphics: functional, procedural and device-level methods", Addison-Wesley, 1990, 0-201-17439-1.
  • Alan Watt, "Fundamentals of Three-dimensional Computer Graphics", Addison-Wesley, 1990, 0-201-15442-0.
  • Hearn, Baker, "Computer Graphics (2nd ed.), Prentice-Hall, 1994, 0-13-159690-X.
Cycle et année
d'étude
> Master [120] in Computer Science and Engineering
> Master [120] in Computer Science
Faculty or entity
in charge
> INFO


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