Graphics & Geometry Group

Computer Graphics

Lecturer: Prof. Dr. Mario Botsch
Assistant: Martin Komaritzan
Jascha Achenbach
Lecture: Tue, 14-16, H2
Thu, 14-16, H2
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:

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 three mini-projects (global illumincation, real-time OpenGL renderering, geometric modeling) of about 4 weeks each.

New this year:

Prerequisites

Literature

Tentative Schedule & Slides

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