With this lecture we give an introduction to theoretical and practical foundations of Computer Graphics. Our main topic is to visualize (or render) a 3D scene as seen from a certain virtual camera position. However, to achieve this goal we first have to understand and master several sub-problems, where we can make use of knowledge and techniques from several other disciplines (physics, art, biology, mathematics, computer science): How does light propagate through a scene after it gets emitted from a light source? How does light interact with objects of different materials? How does a camera or the human visual system work? How does stereoscopic rendering work? What is light, what is color? How do we represent 3D models and scenes?
The lecture consists of four main parts:
Most of the techniques you only really understand if you try to use them, i.e., if you implement them. Our exercises therefore consist of three mini-projects (global illumincation, real-time OpenGL renderering, geometric modeling) of about 4 weeks each. The programming exercises are now mandatory. You do not have to hand in code, but you will have to present your solution of the programming exercises to the TA during the exercises classes.
Frequency | Weekday | Time | Format / Place | Period |
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Module | Course | Requirements | |
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39-Inf-CG Grundlagen der Computergrafik | Computergrafik | Ungraded examination
Graded examination |
Student information |
The binding module descriptions contain further information, including specifications on the "types of assignments" students need to complete. In cases where a module description mentions more than one kind of assignment, the respective member of the teaching staff will decide which task(s) they assign the students.
Degree programme/academic programme | Validity | Variant | Subdivision | Status | Semester | LP | |
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Medienwissenschaft, interdisziplinäre / Master | (Enrollment until SoSe 2014) | Hauptmodul 4 | Wahlpflicht | 1. | 10 | unbenotet /benotet V+Ü und mdl. Prüfung | |
Studieren ab 50 |
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