


(undergraduate)
Introductory course in computer
graphics
that covers topics such as:
Graphics pipeline
Primitive drawing algorithms: line
segments,
polygons
Antialiasing
Geometric transformations in 2D
and 3DColour representation
Object hierarchies,
transformation
composition
Clipping algorithms for line
segments
and
polygons
Culling: back-face, frustum
Perspective and orthographic
projections
Hidden surface removal
Lighting principles, basic models and algorithmsAnimation basicsTexture mapping basicsParametric curves and surfaces
OpenGL programming

(undergraduate) Note: this course has not been active in the last few years
This advanced course on computer
graphics
covers topics like texturing, ray-tracing and animation. A detailed
list
of topics can be found below:
Textures
- Texture coordinate generation
(planar,cylindrical,box,sperical,custom)
- Procedural textures
- Mip-mapping
- Texture and shading trees
- Multi-texturing and detail textures
- Bump-mapping
- Environment mapping (and specular
maps)
Shadows
- Shadow generation techniques
overview
- Shadow volumes
- Shadow maps
- Pre-calculated illumination (light
maps) and
multi-pass rendering
Ray-tracing
- Principles of ray-casting methods
- The generic ray-tracing algorithm
- Intersections
(line-plane,line-triangle,line-sphere,line-box)
- Bounding volumes and BV hierarchies
- Introduction to space partitioning
techniques
- Ray-tracing optimizations
Modelling
- Principles of paramatric curve and
surface
representation
- Elements of Bezier curves and
surfaces
- Introduction to B-Splines and NURBS
- Billboards
- Multiresolutional object
representation (LOD)
Animation
- Key frame animation
- Morphing in 3D
- Skeletal animation and skinning
- Bone hierarchies and forward
kinematics

New name: Advanced Graphics Algorithms
(postgraduate)
This postgraduate course mainly aims at
extending the topics covered in the undergraduate graphics courses but
also introduce elements of fractal theory and model generation. The
topics
discussed in this course include:
- Overview of graphics theory
elements
(see Graphics I)
- 3D object modeling and data structures
- 3D model simplification
- Culling: occlusion
- Quaternions for rotation
- Perspective correction
- Lighting: further topics including Ambient Occlusion
- Global illumination
- Ray tracing
- Fractal theory
- Iterated Function Systems
- Approximation algorithms for
constructing
Mandelbrot and Julia sets