Graphics & Geometry Group

Computer Graphics

Lecturer: Prof. Dr. Mario Botsch
Assistant: Martin Komaritzan
Astrid Bunge
Lecture: Tue, 14-16, H11
Thu, 14-16, H10
Exercise: Wed, 14-16, V2-229
Wed, 16-18, V2-229
eKVV: 392113
Credits: 10 points
Computer Graphics
Stereo Rendering

Content

With this lecture we give an introduction to theoretical and practical foundations of Computer Graphics. Our main topic is to visualize (or render) a 3D scene as seen from a certain virtual camera position. However, to achieve this goal we first have to understand and master several sub-problems, where we can make use of knowledge and techniques from several other disciplines (physics, art, biology, mathematics, computer science): How does light propagate through a scene after it gets emitted from a light source? How does light interact with objects of different materials? How does a camera or the human visual system work? How does stereoscopic rendering work? What is light, what is color? How do we represent 3D models and scenes?

The lecture consists of four main parts:

Exercises and Exam:

Prerequisites

Literature

Tentative Schedule & Slides

Week Lecture (Tuesday) Lecture (Thursday) Exercise (Wednesday)
41 Intro (HTML, PDF)
Ray Intersections (HTML, PDF)
Colors
(HTML, PDF)
42 Lighting
(HTML, PDF)
no lecture
43 Triangle Meshes
(HTML, PDF)
Ray Tracing in C++
(HTML, PDF)
Ray Tracing
(10 Points)
Last Presentation: 28.11.
44 Efficient Ray Tracing in C++
(HTML, PDF)
no lecture
45 Rendering Equation
(HTML, PDF)
Path Tracing
(HTML, PDF)
46 Transformations
(HTML, PDF)
Projections
(HTML, PDF)
47 Rasterization
(HTML, PDF)
OpenGL
(HTML, PDF, OpenGL-Tutors)
48 Texture Mapping
(HTML, PDF)
no lecture OpenGL Solar System, + Videos
(10 Points)
Last Presentation: 09.01.
49 Shadows
(HTML, PDF)
Freeform Curves 1
(HTML, PDF)
50 Freeform Curves 2
(HTML, PDF)
Freeform Surfaces
51 Subdivision
Advanced OpenGL
52 Xmas holidays
1
2 Fun with Fourier
Image Compression
Bezier & Subdivision
or Fourier
(8 Points)
Last Presentation: 30.01.
3 Implicit Surfaces
Volume Rendering
4 Spatial Data Structures
Character Animation
5 T.B.A. Conclusion
Conclusion