Graphics & Geometry Group

Introduction to Computer Graphics

Lecturer: Prof. Dr. Mario Botsch
Assistant: Jan Philip Göpfert
Lecture: Tue, 14-16, T2-205
Thu, 16-18, H2
Exercise: Thu, 14-16, C0-269
eKVV: 392113
Credits: 10 points
Computer Graphics
Stereo Rendering


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 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:

Most of the techniques you only really understand if you try to use them, i.e., if you implement them. Our exercises therefore consist of four mini-projects (global illumincation, software rasterizer, OpenGL renderer, geometric modeling) of 3-4 weeks each. Our tutors have weekly consulting hours, where students can get help if they have trouble with the implementation. At the end of each mini-project, students will present their results in the exercise course.



Tentative Schedule & Slides

Week Lecture (Tuesday) Lecture (Thursday) Exercise (Thursday)
43 Intro , Ray Intersections Colors and Lighting
44 Triangle Meshes Acceleration Techniques
45 Ray Tracing in C++ Efficient Ray Tracing in C++ Exercise 1: Ray Tracing
46 Rendering Equation Monte Carlo Ray Tracing
47 no lecture
48 Fourier Transform Image Compression Exercise 2: Fun with Fourier
49 Transformations Projections , Stereoscopy
50 Rasterization Visibility
51 OpenGL (OpenGL tutors) Textures Exercise 3: OpenGL Solar System
52 Shadows no lecture
53 no lecture
1 no lecture Freeform Curves 1
2 Freeform Curves 2 Freeform Surfaces
3 Subdivision Advanced OpenGL Bezier Surfaces and Subdivision
4 Implicit Surfaces no lecture
5 Volume Visualization Character Animation
6 Visual FX Pipeline Conclusion Conclusion