|SCIENTIFIC DISCIPLINARY SECTOR||INF/01|
This course gives the fundamentals of Computer Graphics, exploring the two main approaches based on ray tracing and on rasterization. The course includes theory lectures in class, practical homework, and a final project. The practical part is fully given in C++ vanilla, without using any external library, in order to unravel the inner structure of Computer Graphics programs.
Learning the theoretical and methodological fundamentals of Computer Graphics
Linear algebra: vectors, matrices, linear transformations.
In presence classes for theory. Autonomous work by students for homework & final project.
Linear algebra: Vectors, matrices, and related operations; coordinate frame, change of frame; linear systems; geometric interpretations.
Images: vector and raster; output devices; image coordinates; color spaces; image formats.
Ray tracing: parallel and perspective projection; basic geometric intersections; shading: diffuse, specular, and ambient; shadows, reflections, and refractions.
Spatial data structures: queries and classification; Spatial indexes: regular grid, kd-tree, quadtree/octree, BSP; Primitive sorting techniques: Bounding Volume Hierarchies; Geometric proxies: sphere, capsule, half-space, AABB, OABB, convex and general polyhedron; collision detection strategies: static, dynamic.
Procedural synthesis: procedural noise; Perlin noise; color maps; implicit modeling: combination of distances and angles.
Implicit solid modeling: CSG; Rendering implicit models: ray marching; Explicit meshing of implicit models: marching squares/cubes; Implicit modeling in additive manufacturing.
Geometric transformations: linear transformations: scaling, rotation, and shearing in 2D; translation; affine transformations and algebra; lines in the affine space; affine sum; the affine space; homogeneous coordinates; scale, rotation, and translation in homogeneous coordinates in 2D and 3D; concatenation of transformations; generic rotations about the origin; Euler coordinates; Euler-axis angle; Transformations of normals;
Viewing transformations: pipeline of transformations; viewport transformation; orthographic projection; camera transformation; change of frame; examples; composition of transformation and transformation matrices.
Rasterization theory: canonical view volume and pixel grid; implicit shape representation and detection of pixels inside a shape; point-in-triangle test; edge function; barycentric interpolation; triangle rasterization; interpolation of attributes; clipping; depth sorting; z-buffering; super-sampling anti-aliasing.
Rasterization implementation: GPU, content creation, window manager, CPU and GPU memory and bus, OS-specific aspects. Software rasterization: rasterization pipeline, vertex input, presentation of a software rasterizer: rasterization of lines; shaders; rasterization pipeline; attributes; uniforms; vertex attributes and color interpolation; view transformation and preservation of aspect ratio; depth test.
Picking through ray casting.
Perspective transformations: perspective projection; extension of homogeneous coordinates and of the affine space; perspective division; perspective projection from frustum to parallelepiped; composition with the orthographic projection; aperture and aspect ratio; perspective division for interpolation of attributes.
Texture mapping: examples of color mapping, bump mapping, and displacement mapping; UV mapping and texture lookup; problems with seams and distortion; resampling: magnification and minification; derivatives in screen space; nearest filtering and bilinear filtering; Moire patterns; mipmapping.
View transformations: order of transformations; modeling transformations: how to place different objects; scene graph; stack of matrices; placing the camera; orbiting camera; camera on a car (POV); object viewer; Euler angles; trackball; implementation with quaternions.
Material and references provided by the instructors
Office hours: Appointment by email: firstname.lastname@example.org During class period appointments for groups can be set by posting on the course forum on AulaWeb.
ENRICO PUPPO (President)
PAOLA MAGILLO (President Substitute)
Monday, Feb. 27th, 2023, 2:00PM
All class schedules are posted on the EasyAcademy portal.
Project (single or teamwork)
The homework and the project will be evaluated for the correctness and efficiency of the solution.
The oral exam will usually concern the part of the syllabus not related to the specific topic covered with the project.
|09/06/2023||09:00||GENOVA||Esame su appuntamento|
|08/09/2023||09:00||GENOVA||Esame su appuntamento|
|12/01/2024||09:00||GENOVA||Esame su appuntamento|