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Module Availability |
Spring Semester |
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Assessment Pattern |
Unit(s) of Assessment
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Weighting Towards Module Mark(%)
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Examination
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70%
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Practical Assignment
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30%
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Module Overview |
This module provides an introduction to the process of digital image formation in real and computer generated imagery. Mathematical methods used to represent cameras, scene geometry and lighting in both computer vision and graphics are covered. The course provides an introduction to both the theoretical concepts and practical implementation of three-dimensional computer graphics used in visual effects, games and scientific visualisation. Practical implementation of computer graphics will be introduced using the OpenGL libraries which are widely used in industry. |
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Prerequisites/Co-requisites |
ee1.pro, ee2.ma |
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Module Aims |
To provide an introduction to the concepts of two and three dimensional computer vision and graphics. |
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Learning Outcomes |
Students should understand the process of digital image formation in real and computer generated images. The course will introduce the mathematics used to represent real cameras and scenes, analyse real images and render computer images. 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. |
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Module Content |
COMPUTER VISION & GRAPHICS (20h Lectures)
[1-2] Image Formation: Introduction to vision and graphics; physics of image formation; human visual system; visual perception; pin-hole cameras; real cameras; graphics pipeline; real-time and offline rendering.
[3-5] Geometric Camera Models: pin-hole camera; real cameras Homogeneous coordinates; rigid transforms; perspective transforms; intrinsic and extrinsic parameters; camera calibration; stereo.
[6-10] Geometric object representation: vector, affine and Euclidean spaces; Matrix operations; coordinate transforms; points, lines and polygons; meshes; rigid object transformations; homogeneous transforms.
[11-12] Illumination and Reflectance: colour; physical reflectance models; light-sources; normals; Phong reflection model; shading flat, Goraud and Phong; bump, normal and texture maps.
[13-14] Viewing: orthographic and perspective projection; viewing volume; projective normalisation; homogeneous representation; viewing transforms.
[15-16] Rendering: 2D and 3D clipping; line drawing; scan conversion of polygons; hidden-surface removal; z-buffer.
[17-18] Animation: hierarchical structures; forward and inverse kinematics; surface deformation algorithms.
[19-20] Higher order curves and surfaces: interpolating; Hermite; B-spline; NURBS
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Methods of Teaching/Learning |
Lectures 2hrs/week for 10 weeks
Laboratories 1hr/week for 10 weeks:
Weeks 1-5: Computer graphics practical exercises using OpenGL
Weeks 6-10: Graphics assignment 4 weeks with assessment |
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Selected Texts/Journals |
Forsythe,D. and Ponce, J.
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Computer Vision: A Modern Approach
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0131911937
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Prentice-Hall
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£34
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C
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Angel, E.
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Interactive Computer Graphics: A top-down approach with OpenGL
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0321190440
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Addison-Wesley
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£45
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B
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Hearn,D. and Baker,M.
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Computer Graphics with OpenGL
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0131202383
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Prentice-Hall
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£42
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C
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Last Updated |
20/04/2011 |
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