CGRA 354 Computer Graphics Programming

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CGRA 354

Computer Graphics Programming

This course addresses algorithms, mathematical knowledge and programming tools for 3D Computer Graphics, including offline rendering. It covers programming with Modern low-evel graphics APls, shader programming and the graphics processing pipeline (including geometry processing, viewing, projection, transformation, illumination, texture mapping and shading algorithms).

Course overview

Points

15

Prerequisites

CGRA 252, NWEN 241; ENGR 121 or MATH 151

Restrictions

CGRA 251

Course content

We've designed this course for in-person study, and to get the most of out it we strongly recommend you attend lectures on campus. Most assessment items, as well as tutorials/seminars/labs/workshops will only be available in person. Any exceptions for in-persor attendance for assessment will be looked at on a case-by-case basis in exceptional circumstances, e.g., through disability services or by approval by the course coordinator. If you started your programme of study remotely and can only study remotely, please contact the School so we can help and confirm what courses are available.

The course has two components:

1. Programming in C/C++ and low-level graphics APls, such as OpenGL: getting to grips with the programming languages andl libraries used in professional computer graphics environments.

2. Mathematical and Physical concepts in Computer Graphics: practical examples of photorealistic shading, interpolation, mesh handling, ray tracing, object animation, and simulation.

Course learning objectives

Students who pass this course should be able to

1   Implement computer graphics applications when given an appropriate basic framework from which to start, and be able to load. view, shade, and manipulate polygon meshes.

2   Explain and implement three-dimensional rigid object animation using physical simulation.

3   Demonstrate an ability to use a range of algebraic tools, including trilinear and tricubic interpolation, vector arithmetic (dot and cross products), intersection calculations between a ray and various primitive objects, velocity and position updates in interactive physical simulation.

4   Explore and implement global illumination algorithms (such as ray tracing) for photorealistic lighting/appearance simulation.

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