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2011/2 Provisional Module Catalogue - UNDER CONSTRUCTION & SUBJECT TO CHANGE
 Module Code: EEE2031 Module Title: COMPUTER VISION & GRAPHICS
Module Provider: Electronic Engineering Short Name: EEE2031
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

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. 

Prerequisites/Co-requisites
ee1.pro, ee2.ma
Module Aims
To provide an introduction to the concepts of two and three dimensional computer vision and graphics.
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.

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

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
Selected Texts/Journals
Forsythe,D. and Ponce, J.
Computer Vision: A Modern Approach
0131911937
Prentice-Hall
£34
C
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
C
Last Updated

20/04/2011