Graphics & Geometry Group

Computer Graphics

Lecturer: Prof. Dr. Mario Botsch
Assistant: Jan Philip Göpfert
Martin Komaritzan
Lecture: Tue, 14-16, H10
Thu, 14-16, H6
Exercise: Wed, 14-16, V2-221
Wed, 16-18, V2-221
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:

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, OpenGL renderer, image processing, 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.

New this year: In contrast to the previous years, the programming exercises are now mandatory. You do not have to hand in code, but you will have to present your solution to the programming exercises to the TA during the exercises classes.

Prerequisites

Literature

Tentative Schedule & Slides

Week Lecture (Tuesday) Lecture (Thursday) Exercise (Wednesday)
42 Intro (HTML, PDF)
Ray Intersections (HTML, PDF)
Colors
(HTML, PDF)
43 Lighting
(HTML, PDF)
Triangle Meshes
(HTML, PDF)
44 no lecture
45 Ray Tracing in C++
(HTML, PDF)
Efficient Ray Traching in C++
(HTML, PDF)
Ray Tracing
46 Rendering Equation
(HTML, PDF)
Path Tracing
(HTML, PDF)
47 Transformations
(HTML, PDF)
Projections
(HTML, PDF)
48 Rasterization
(HTML, PDF)
OpenGL
(HTML, PDF)
49 Texture Mapping
(HTML, PDF)
Shadows
(HTML, PDF)
OpenGL Solar System
50 Implicit Surfaces
(PDF, QUIZ)
Volume Rendering
(PDF)
51 Fun with Fourier
(PDF)
no lecture
52 no lecture
1
2 no lecture Image Compression
(PDF)
Fun with Fourier
3 Freeform Curves 1
(HTML, PDF)
Freeform Curves 2
(HTML, PDF)
4 Freeform Surfaces
(HTML, PDF)
Subdivision
(HTML, PDF)
Bezier & Subdivision
5 Advanced OpenGL
(HTML, PDF)
Spatial Data Structures
(PDF)
6 Character Animation
(HTML, PDF)
Conclusion
(PDF)
Conclusion