Interactive Computer Graphics Module: ICG, 2nd Semester, 6 CP, Schemes and Mind Maps of Computer Graphics

Information about the interactive computer graphics module (icg), a compulsory elective for students majoring in graphics and visualization in their 2nd semester of the master's program. The module covers real-time rendering, advanced rendering techniques, modeling, programmable shaders, and graphics software. Students will gain algorithmic, analysis, design, technological, and methodological skills. The teaching methods include lectures and exercises, and assessments consist of written or oral examinations and experimental work.

Typology: Schemes and Mind Maps

2021/2022

Uploaded on 09/07/2022

nabeel_kk
nabeel_kk 🇸🇦

4.6

(65)

1.3K documents

1 / 1

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
Module name:
Interactive computer graphics
Abbreviation:
ICG
Study semester:
2nd semester (SS), Frequency: once a year
Responsible for module:
Volker Ahlers
Teaching staff:
Volker Ahlers, Frauke Sprengel
Language:
German or English
Place in curriculum:
Master, compulsory elective, 2nd semester, for students majoring in
“Graphics and Visualization”
Teaching methods/SWS:
2 SWS lecture with approx. 15 students
2 SWS exercise with approx. 15 students
Work required:
Lecture = 34 h
Exercise = 34 h
Own study time = 112 h
Credit points:
6 CP (= 180 h)
Prerequisites acc. to
exam regulations:
None
Recommended
prerequisites:
Computer Vision, cryptography and algorithms, computer graphics
lecture in Bachelor study program
Learning goals:
Algorithmic skills: Understanding of basic mathematical and algorithmic
principles in computer graphics, real-time rendering, in particular;
taking graphics hardware into account in programming
Analysis, design and realization skills: Design and realization of
interactive graphics applications with current graphics software; ability
to develop shader programs
Technological skills: Understanding of the function of current graphics
hardware
Methodological skills: Ability to evaluate and compare a computer’s
graphics performance
Contents:
Basic principles: Real-time rendering, architecture of current graphics
hardware, rendering pipeline, lighting models, texture mapping,
applications
Advanced rendering techniques: mirrors, shadows, image-based
rendering, particle systems
Modeling: Scene graphs, acceleration techniques, spatial data
structures, collision handling, picking, physics engines
Programmable shaders: Shading languages, vertex and fragment
shaders, technical applications (GPGPU)
Graphics software: Current graphics APIs, scene graph libraries and
physics engines
Examinations:
Examination (written or oral examination) and experimental work
Media forms:
Lecture: Presentation, board, examples, discussion
Exercise: Independent problem-solving in groups of 2, project work
with presentation of results, assessment and discussion of
solutions, further discussion
Literature:
Lecture notes
Akenine-Möller, T., E. Haines, N. Hoffman: Real-Time Rendering.
A K Peters, latest edition.
Angel, E.: Interactive Computer Graphics. Addison-Wesley, latest
edition.

Partial preview of the text

Download Interactive Computer Graphics Module: ICG, 2nd Semester, 6 CP and more Schemes and Mind Maps Computer Graphics in PDF only on Docsity!

Module name: Interactive computer graphics

Abbreviation: ICG Study semester: 2 nd^ semester (SS), Frequency: once a year Responsible for module: Volker Ahlers Teaching staff: Volker Ahlers, Frauke Sprengel Language: German or English Place in curriculum: Master, compulsory elective, 2nd^ semester, for students majoring in “Graphics and Visualization” Teaching methods/SWS: 2 SWS lecture with approx. 15 students 2 SWS exercise with approx. 15 students Work required: Lecture = 34 h Exercise = 34 h Own study time = 112 h Credit points: 6 CP (= 180 h) Prerequisites acc. to exam regulations: None Recommended prerequisites: Computer Vision, cryptography and algorithms, computer graphics lecture in Bachelor study program Learning goals: Algorithmic skills: Understanding of basic mathematical and algorithmic principles in computer graphics, real-time rendering, in particular; taking graphics hardware into account in programming Analysis, design and realization skills: Design and realization of interactive graphics applications with current graphics software; ability to develop shader programs Technological skills: Understanding of the function of current graphics hardware Methodological skills: Ability to evaluate and compare a computer’s graphics performance Contents: Basic principles: Real-time rendering, architecture of current graphics hardware, rendering pipeline, lighting models, texture mapping, applications Advanced rendering techniques: mirrors, shadows, image-based rendering, particle systems Modeling: Scene graphs, acceleration techniques, spatial data structures, collision handling, picking, physics engines Programmable shaders: Shading languages, vertex and fragment shaders, technical applications (GPGPU) Graphics software: Current graphics APIs, scene graph libraries and physics engines Examinations: Examination (written or oral examination) and experimental work Media forms: Lecture: Presentation, board, examples, discussion Exercise: Independent problem-solving in groups of 2, project work with presentation of results, assessment and discussion of solutions, further discussion Literature: Lecture notes Akenine-Möller, T., E. Haines, N. Hoffman: Real-Time Rendering. A K Peters, latest edition. Angel, E.: Interactive Computer Graphics. Addison-Wesley, latest edition.