2025/26 fall
First half:
Slides:
- Lecture 7: Graphics pipeline I.
- Lecture 8: Graphics pipeline II.
- Lecture 9: Graphics pipeline III.
- Lecture 10
- Lecture 11
- Lecture 12
Self-check questions:
- Lecture 7
- Lecture 8
- Lecture 9
- Lecture 10
- Lecture 11
- Lecture 12
Requirements
Prerequisites: Basic mathematics (linear algebra!).
Attendance is mandatory for everyone by default.
- 1st half-exam (1-6 presentations): 7-9th week of semester
- 2nd half-exam (7-12 presentations): 1st or 2nd week in exam period
The lecture grade is derived from two written half-exams:
Retake exam opportunities (from all presentations 1-12!!) will be available
Each exam is 90 minute written exam where 50% of the exercises need actual (hand-)calculations and 50% are theoretical questions.The exact dates will be sent out via Neptun emails and Canvas announcements.
Grading
On both part-exams, 32-32 points can be obtained, on each, 15 points are needed to pass. If both are passed, then the grading limits are as follows:
| Grade | Points (/64) | Min % |
|---|---|---|
| 2 | 32 – | 50% |
| 3 | 38 – | 60% |
| 4 | 46 – | 72% |
| 5 | 54 – 64 | 85% |
Curriculum
First part
- Human vision, properties of light.
- Display devices. Color representation on the computer.
- Coordinate systems (Cartesian, polar, spherical, barycentric, homogeneous).
- Affine transformations
- Projective transformations.
- Curve representations: line, segment, parabola, circle, ellipse
- Surfaces: plane, sphere, ellipsoid, paraboloid
- Raycasting, raytracing fundamentals. Calculating ray directions when casting from the camera. Ray intersections: with plane, triangle, polygon, spheres, and AAB. Ray intersection with transformed objects.
- Ray tracing: coherent and incoherent rays. Simplified rendering equation. Optimizing ray intersections: Bounding volumes, intersection with convex polyhedron, hierarchical bounding volumes, space subdivisions.
- Note: Calculating exercises about ray-surface intersections belong to the second part, but the theory is also needed for the first part.
Second part
- Stages of the graphics pipeline (incremental image synthesis). Pipeline on the GPU.
- Local illumination: shading (constant, Phong, Gouraud).
- Culling: Point- and segment culling. Culling polygons.
- Rasterization: line rasterization, optimizations. Bresenhem algorithm. Triangle filling.
- Light sources: ambient light, directional, omni, and spotlight.
- Light-reflecting models: diffuse surfaces, reflection, refraction. BRDF.
- Texturing: texture mapping and methods, triangle parameterization, general surface parameterization. Perspective-corrected texturing. Texture filtering, mipmap.
- Special textures: procedural, non-color textures.
- Storing geometry and topology: index buffers, winged edge, and half-edge data structures.
- Line strips, splines, subdivision curves.
- Bézier curves, de Casteljau algorithm.
- Surface representations. Bilinear and Bezier surfaces. Subdivision surfaces: Doo-Sabin, Catmull-Clark.
- Animation types and methods. Animating camera and objects, including position and orientation.
- Animation with formulas. Keyframe animation, interpolation. Trajectory animation.
- Hierarchical systems: Kinematics, inverse kinematics.