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Module Catalogue
 Module Code: EEE2022  Module Title: COMPUTER GRAPHICS
Module Provider: Electronic Engineering Short Name: EE2.CGI Previous Short Name:
Level: HE2 Module Co-ordinator: HILTON AD Prof (Elec Eng)
Number of credits: 10 Number of ECTS credits: 5
 
Module Availability
Spring Semester
Assessment Pattern

Unit(s) of Assessment

 

Weighting Towards Module Mark(%)

 

Examination

 

70

 

Practical Assignment

 

30

 

Module Overview
An introduction to the concepts and practical implementation of computer graphics. The course will cover the theory of three-dimensional computer graphics used in visual effects, games and scientific visualisation. Practical implementation will be introduced using the OpenGL libraries which are widely used in industry.
Prerequisites/Co-requisites
EE1.pro, EE2.ma
Module Aims
To provide an introduction to the concepts of two and three dimensional computer graphics.
Learning Outcomes
Students should understand the mathematics used to represent, manipulate and graphical objects in two and three dimensions. The course will introduce students to methods for modelling and rendering object shape and appearance. Students will learn about techniques used for both real-time computer graphics in games and realistic computer generated imagery in film production. Practical exercises using C programming and OpenGL will provide students with practical skills in implementing and using computer graphics algorithms.
Module Content

COMPUTER GRAPHICS (20h Lectures)

 

[1-2] Introduction to computer graphics: graphics pipeline; pinhole camera; physics of image formation; approaches to graphics for real-time and offline.

 

[3-6] Coordinates and transformations: vector, affine and Euclidean spaces; Matrix operations; 2D and 3D coordinates and transforms; dot and cross product; points and lines; homogenous coordinates and transforms.

 

[7-8] Geometric object representation: points, lines and polygons; meshes; rigid-transformations; non-rigid transforms.

 

[9-10] Lighting: physical reflectance models; light-sources; Phong reflection model.

 

[11-12] Shading: normals; flat; Goraud; Phong; bump, normal and texture maps.

 

[13-14] Viewing: orthographic and perspective projection; viewing volume; projective normalisation.

 

[15-16]  Rendering: 2D and 3D clipping; line drawing; scan conversion of polygons; hidden-surface removal; z-buffer. 

 

[17-18]  Animation: hierachical structures; forward and inverse kinematics; surface deformation algorithms.

 

      [19-20] Problem Classes 
Methods of Teaching/Learning

Lectures 2hrs/week for 10 weeks

 

Laboratories 1hr/week for 10 weeks (structured exercises for 5weeks + practical assignment for 5 weeks)
Selected Texts/Journals

Angel, E.

 

Interactive Computer Graphics: A top-down approach with OpenGL

 

0321190440

 

Addison-Wesley

 

£45

 

B

 

Hearn,D. and Baker,M.

 

Computer Graphics with OpenGL

 

0131202383

 

Prentice-Hall

 

£42

 

B

 

Last Updated
7th August 2008

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