Objectives

Knowing the technological, conceptual and mathematical basics underlying to computer graphics, highlighted the modeling techniques of virtual worlds and the basic techniques that allow to implement a program view of graphical representations on monitor or on paper.

Promote the student's ability to choose critically an appropriate algorithm or to find an adequate program due to a given problem.

Learn to apply properly knowledge, using a rigorous thinking, taking initiative and having a good ability to select/organize information.

Program

I. Introduction
1 - Framework for Computer Graphics
2 - The geometric transformation
3 - The camera and the perspective
II. Programming
1 - Image Formats
2 - Ray Tracing
3 - Pipeline of Visualization and Standardization in Computer Graphics
4 - Rasterization
5 – Cutting
6 - Removing of hidden elements
7 - OpenGL
III. interaction
1 - Capture devices and graphic ¬displays
2 - Concepts for interactive graphic applications
IV. Graphic modeling
1 - Geometric modeling
2 - Light and Color
3 - Dynamics and movement
4 - Radiosity
5 - Lighting and Shading

Teaching Methodologies

The teacher systematizes, in the dialogue with the students, the knowledge acquired in the reading of the relevant sources.

The pupils acquire the technique of implementing algorithms in the exercise of homework, biweekly made, in the review and also in the discussion of the results. On this occasion, any student presents the results of his/her group (maximum of 3 elements), training, therefore, his/her individual abilities to capture, to process, to interconnect and to communicate relevant information.

The ability to develop collective projects is trained either in the small team which solves together the homework, either in the auditorium of the classroom under the supervision of the teacher when the problems are reflected, discussed or respective results are improved.

Bibliography

Azevedo, Eduardo & Conci, Aura (2003), Computação Gráfica – Teoria e Práctica, Editora Campus.

Foley, van Dam, Feiner & Hughes (2003), Computer Graphics – principles and practice, 2nd Ed., Addison Wesley.

Code

01060977

ECTS Credits

6

Classes

  • Práticas e Laboratórios - 30 hours
  • Teóricas - 30 hours

Evaluation Methodology

  • Frequency: 50%
  • Project: 50%