Subject

Computer graphics

1. Course Title Computer graphics
Computer graphics
2. Code F23L2S114
3. Study Programme
4. Organizer of the study programme (unit, institute, department or division) Faculty of Computer Science and Engineering
5. Degree level (first, second, third cycle) First Cycle
6. Academic year / semester 4 / Summer
7. Number of ECTS credits 6
8. Teacher Boban Joksimovski, Suzana Loshkoska, Vangel Ajanoski
9. Prerequisites for enrolling in the course Object-oriented programming
10. Objectives of the course programme (competences) The goal of the course is to familiarize students with the theoretical foundations and concepts of 2D and 3D computer graphics, geometric modeling, transformations, rendering, and the generation of curves and surfaces using splines. The practical implementation of the algorithms will be realized using OpenGL. Upon completion of the course, the student is expected to demonstrate knowledge of the theoretical foundations and concepts of 2D and 3D computer graphics, and to use the OpenGL library and graphics software packages for the practical implementation of computer graphics problems.
11. Course content Lectures:
1. Introduction. Terminology. Application. Hardware. Software.
2. Graphic primitives. Coordinate systems. Representation of graphic primitives. Attributes of the primitives.
3. Graphical Primitives. Implementation Algorithms.
4. 2D Transformations. Types. Homogeneous coordinates. Combining transformations.
5. 2D View Transformations. Flow Model. Clipping and Clipping Algorithms.
6. 2D Splines. Representation of curves. Terminology. Cubic splines. Hermite spline. Bezier curves. Geometric algorithm for drawing splines.
7. 3D Transformations.
8. 3D view. 3D flow model. Projections. 3D cross-section.
9. Lighting Model. Light Sources. Surface Effects. Reflection. Transparency. Methods for Rendering Polygons.
10. Invisible Surfaces. Techniques for rendering visible surfaces and removing invisible surfaces.
11. Ray tracing. An algorithm for rendering by tracing rays.
12. Textures. Definition. Types of textures. Techniques for attaching textures to polygons.
12. Learning methods /
13. Total available time 6 ECTS x 30 hours = 180 hours
14. Distribution of available time 30 + 45 + 15 + 15 + 75 = 180 hours
15. Forms of teaching activities
15.1. Lectures - theoretical instruction 30 hours
15.2. Exercises (laboratory, auditory), seminars, teamwork 45 hours
16. Other forms of activities
16.1. Project assignments 15 hours
16.2. Independent assignments 15 hours
16.3. Home study 75 hours
17. Assessment method
17.1. Tests 20 points
17.2. Seminar paper / project (presentation: written and oral) 15 points
17.3. Activities and learning 0 points
17.4. Final exam 40 points
18. Grading criteria (points / grade)
up to 50 points5 (five) (F)
from 51 to 60 points6 (six) (E)
from 61 to 70 points7 (seven) (D)
from 71 to 80 points8 (eight) (C)
from 81 to 90 points9 (nine) (B)
from 91 to 100 points10 (ten) (A)
19. Requirement for obtaining a signature and taking the final exam 501 TP3T points earned out of the project's projected points.
20. Language of instruction Macedonian and English
21. Method for monitoring the quality of teaching internal evaluation and survey mechanism
22. Literature
22.1. Required literature
1. Hearn, Baker, Carithers | Computer Graphics with OpenGl, 4th edition | Pearson | 2014
2. John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley | Computer Graphics: Principles and Practice | Addison-Wesley Professional | 2013
3. by John Kessenich, Graham Sellers, Dave Shreiner | OpenGL Programming Guide: The Official Guide to Learning OpenGL | Addison-Wesley Professional | 2016
4. Hearn, Baker, Carithers | Computer Graphics with OpenGl, 4th edition | Pearson | 2014
5. John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley | Computer Graphics: Principles and Practice | Addison-Wesley Professional | 2013
6. by John Kessenich, Graham Sellers, Dave Shreiner | OpenGL Programming Guide: The Official Guide to Learning OpenGL | Addison-Wesley Professional | 2016
22.2. Additional literature
No. Author Title Publisher Year