Computer Graphics, 6 credits
Datorgrafik, 6 hp
TSBK07
Main field of study
Information Technology Computer Science and Engineering Electrical EngineeringCourse level
Second cycleCourse type
Programme courseExaminer
Ingemar RagnemalmDirector of studies or equivalent
Klas NordbergEducation components
Preliminary scheduled hours: 48 hRecommended self-study hours: 112 h
Available for exchange students
YesMain field of study
Information Technology, Computer Science and Engineering, Electrical EngineeringCourse level
Second cycleAdvancement level
A1XCourse offered for
- Computer Science and Engineering, M Sc in Engineering
- Industrial Engineering and Management - International, M Sc in Engineering
- Industrial Engineering and Management, M Sc in Engineering
- Applied Physics and Electrical Engineering, M Sc in Engineering
- Mathematics, Master's programme
- Information Technology, M Sc in Engineering
- Applied Physics and Electrical Engineering - International, M Sc in Engineering
- Computer Science and Software Engineering, M Sc in Engineering
Entry requirements
Note: Admission requirements for non-programme students usually also include admission requirements for the programme and threshold requirements for progression within the programme, or corresponding.
Prerequisites
Linear algebra. Programming knowledge.Intended learning outcomes
The course describes the principles and methods for computer generation of synthetic images, animations and interactive graphics applications. After the course you should be able to describe some of the computational models used in computer graphics of how a synthetic image is built up and, more specifically described under "course content". You should be able to use OpenGL to build the synthetic three-dimensional scenes and generate images from them. You should also be able to use this knowledge to design and implement interactive 3D graphics such as simple virtual worlds, 3D games etc.
The course has focus on real-time performance and on using modern methods of the subject. Hence, shader programming (programming of graphics processors) is an essential component of the course.
Course content
Real-time animation with OpenGL 3.2 including shader programming with GLSL. Three-dimensional graphics: geometric transformations, projection, perspective. Object representation. Fractals. Light models and shading, Gouraud and Phong shading. Texture mapping. Text. Visible surface detection. Large worlds, frustum culling, level of detail, billboards. Animation, collision detection. Low-level graphics: Lines, polygon rendering, anti-aliasing. Ray-tracing, radiosity.
Teaching and working methods
Lectures, lab exercises and a project. The course runs over the entire spring semester.
Examination
PRA1 | Project, oral and written examination | 2 credits | U, G |
LAB1 | Laboratory work | 2 credits | U, G |
TEN1 | Written examination | 2 credits | U, 3, 4, 5 |
Grades
Four-grade scale, LiU, U, 3, 4, 5Other information
Supplementary courses: Advanced game programming, Images and graphics project course |
Department
Institutionen för systemteknikDirector of Studies or equivalent
Klas NordbergExaminer
Ingemar RagnemalmEducation components
Preliminary scheduled hours: 48 hRecommended self-study hours: 112 h
Course literature
I. Ragnemalm: "Polygons feel no pain"Code | Name | Scope | Grading scale |
---|---|---|---|
PRA1 | Project, oral and written examination | 2 credits | U, G |
LAB1 | Laboratory work | 2 credits | U, G |
TEN1 | Written examination | 2 credits | U, 3, 4, 5 |
Regulations (apply to LiU in its entirety)
The university is a government agency whose operations are regulated by legislation and ordinances, which include the Higher Education Act and the Higher Education Ordinance. In addition to legislation and ordinances, operations are subject to several policy documents. The Linköping University rule book collects currently valid decisions of a regulatory nature taken by the university board, the vice-chancellor and faculty/department boards.
LiU’s rule book for education at first-cycle and second-cycle levels is available at http://styrdokument.liu.se/Regelsamling/Innehall/Utbildning_pa_grund-_och_avancerad_niva.
Note: The course matrix might contain more information in Swedish.
I | U | A | Modules | Comment | ||
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1. DISCIPLINARY KNOWLEDGE AND REASONING | ||||||
1.1 Knowledge of underlying mathematics and science (G1X level) |
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X
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1.2 Fundamental engineering knowledge (G1X level) |
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X
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1.3 Further knowledge, methods, and tools in one or several subjects in engineering or natural science (G2X level) |
X
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X
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LAB1
PRA1
TEN1
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1.4 Advanced knowledge, methods, and tools in one or several subjects in engineering or natural sciences (A1X level) |
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1.5 Insight into current research and development work |
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2. PERSONAL AND PROFESSIONAL SKILLS AND ATTRIBUTES | ||||||
2.1 Analytical reasoning and problem solving |
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X
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PRA1
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2.2 Experimentation, investigation, and knowledge discovery |
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X
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LAB1
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2.3 System thinking |
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X
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PRA1
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2.4 Attitudes, thought, and learning |
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X
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TEN1
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2.5 Ethics, equity, and other responsibilities |
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3. INTERPERSONAL SKILLS: TEAMWORK AND COMMUNICATION | ||||||
3.1 Teamwork |
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X
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PRA1
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3.2 Communications |
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X
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PRA1
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3.3 Communication in foreign languages |
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4. CONCEIVING, DESIGNING, IMPLEMENTING AND OPERATING SYSTEMS IN THE ENTERPRISE, SOCIETAL AND ENVIRONMENTAL CONTEXT | ||||||
4.1 External, societal, and environmental context |
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4.2 Enterprise and business context |
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4.3 Conceiving, system engineering and management |
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4.4 Designing |
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4.5 Implementing |
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4.6 Operating |
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5. PLANNING, EXECUTION AND PRESENTATION OF RESEARCH DEVELOPMENT PROJECTS WITH RESPECT TO SCIENTIFIC AND SOCIETAL NEEDS AND REQUIREMENTS | ||||||
5.1 Societal conditions, including economic, social, and ecological aspects of sustainable development for knowledge development |
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5.2 Economic conditions for knowledge development |
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5.3 Identification of needs, structuring and planning of research or development projects |
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5.4 Execution of research or development projects |
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5.5 Presentation and evaluation of research or development projects |
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