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13M111RG2 - Computer Graphics 2

Course specification
Course title Computer Graphics 2
Acronym 13M111RG2
Study programme Electrical Engineering and Computing
Module Applied Mathematics, Audio and Video Communications, Audio and Video Technologies, Biomedical and Environmental Engineering, Biomedical and Nuclear Engineering, Computer Engineering and Informatics, Electronics, Electronics and Digital Systems, Energy Efficiency, Information and communication technologies, Information and Communication Technologies, Microwave Engineering, Nanoelectronics and Photonics, Power Systems - Networks and Systems, Power Systems - Renewable Energy Sources, Power Systems - Substations and Power Equipment, Signals and Systems, Software Engineering, System Engineering and Radio Communications
Type of study master academic studies
Lecturer (for classes)
  • professor PhD Dušan Starčević
Lecturer/Associate (for practice)
Lecturer/Associate (for OTC)
ESPB 6.0 Status elective
Condition The student must have completed the course 13E114RG or 13S113RG.
The goal Understanding the architecture of modern graphics processors (GPU) and the principles of graphics libraries for 3D scenes visualization. Understanding the techniques for efficient rendering of 3D scenes and achieving realistic rendering results (shadow casting, reflection, material properties and light sources). Acquisition of skills for development of 3D applications and writing shader programs.
The outcome Students will be able to: - write programs for rendering the contents of complex 3D scenes using libraries (OpenGL) - write and apply shader programs for 3D scene visualization - use techniques for efficient rendering of 3D scenes and improving the visual quality and realism of the rendered scenes - develop applications that manage complex 3D scenes using the Unity system
Contents
Contents of lectures Architecture and features of modern GPUs. Units for vertex synthesis and processing, triangular mesh synthesis and shading. 3D graphics libraries for home computers and mobile systems. Shaders. Efficient rendering of 3D scenes. Achievement of greater display quality. User interaction with the contents of 3D scenes. Composition of interactive 3D scenes. Unity. Unreal Engine. OpenGL vs Vulkan.
Contents of exercises Auditory practices. Projects/homeworks.
Literature
  1. Shreiner, D., Sellers, G., Kessenich, J., & Licea-Kane, B. (2016). OpenGL® Programming Guide: The Official Guide to Learning OpenGL, Versions 4.5 and 4.4 (9th ed.). Addison-Wesley Professional. (Original title)
  2. Tan, T. W. (2024) ,"Game Development with Unreal Engine 5 Volume 1", Apress Berkeley, CA (Original title)
  3. Randi, J., Rost, R., Licea-Kane, B., Ginsburg, D., & Kessenich, J. (2016). OpenGL® Shading Language (3rd ed.). Addison-Wesley Professional. (Original title)
  4. Parmar, D. (2018). OpenGL 4 Shading Language Cookbook (3rd ed.). Packt Publishing. (Original title)
  5. Norton, H. (2023). Learning C# by Developing Games with Unity 2023 (8th ed.). Packt Publishing. (Original title)
Number of hours per week during the semester/trimester/year
Lectures Exercises OTC Study and Research Other classes
2 2 1
Methods of teaching Lectures and auditory practices are supplied with electronic presentations. Lectures introduce theoretical concepts, while the auditory practices demonstrate practical usage of widely used 3D graphics libraries. Students individually develop 2 projects/homeworks.
Knowledge score (maximum points 100)
Pre obligations Points Final exam Points
Activites during lectures 0 Test paper 30
Practical lessons 0 Oral examination 0
Projects 70
Colloquia 0
Seminars 0