Graphics & Geometry Group

Computer Graphics

Lecturer: Mario Botsch
Assistant: Martin Komaritzan
Astrid Bunge
Lecture: Tue, 14-16, H6
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:

Exercises and Exams:

Prerequisites

Literature

Tentative Schedule & Slides

Week Lecture (Tuesday) Lecture (Thursday) Exercise (Wednesday)
Introduction (HTML, PDF)
Ray Intersections (HTML, PDF)
Colors
(HTML, PDF)
Lighting
(HTML, PDF)
Ray Tracing in C++
(HTML, PDF)
Triangle Meshes
(HTML, PDF)
no lecture Ray Tracing
(10 Points)
Last Presentation: 20.11.
Efficient Ray Tracing in C++
(HTML, PDF)
Rendering Equation
(HTML, PDF)
Path Tracing
(HTML, PDF)
Transformations
(HTML, PDF)
Projections
(HTML, PDF)
Rasterization
(HTML, PDF)
OpenGL Texture Mapping OpenGL Solar System
Shadows Freeform Curves 1
Freeform Curves 2 Freeform Surfaces
Subdivision Spatial Data Structures
no lecture no lecture
Xmas holidays
Fun with Fourier Image Compression Bezier & Subdivision
or Fourier
Implicit Surfaces Volume Rendering
Advanced OpenGL Character Animation
t.b.a. Conclusion