Key words Computer science (P170), Informatics (P175), Computer technology (T120)
Objectives A survey of various techniques to define and render 3D objects
Topics
- Rastering
- Affine transformations and perspective projections
- Curves and splines
- Surfaces
- Wavelets
- Rendering of 3D objects
Prerequisites Final Objectives acquiered by Mathematics I, II & III, Numerical Algoritms
Final Objectives Acquired concepts
- Midpoint subdivision, quadrant and octant DDD, Multi-step DDA
- Rastering of circles (Bresenham algoritm), filled polygons and thick lines
- Antialiasing, supersampling, postfiltering, prefiltering
- Affine 3D rotations, scaling operations, reflections, translations
- Perspective projection, viewport, 2D and 3D clipping
- CAGD, data points, control points, parameter representation, tangent line, osculating circle
- Base matrix, blending functions, barycentric combination
- Linear, Lagrange and Hermite interpolation, extended Neville algoritm
- Blossom notation, multi-linearity, Bézier curve, convex hull property
- Segmentation and raising of degree, continuity of Bézier splines
- Bézier representation of Lagrange of Hermite interpolated curves
- Polynomial B-splines, knot vector, virtual and real knots, nodal points
- Bézier representation of B-splines
- Knot insertion, uniform and open-uniform B-splines
- Cox and de Boor algoritm, rationale B-splines (NURBS)
- Construction ov circles
- 1D-wavelets, analysis or decomposition, synthesis or reconstruction
- Multi-resolution analysis, Haar wavelet transformation and spline wavelets
- Tensor product surfaces
- Bézier patches, NURBS patches, Coons and Gordon surfaces
- 2D-wavelets and tensor product wavelets
- Removal of invisible surfaces: z-Buffer, list-priority, scanline, ray casting and area subdivision algoritms
- Diffuse and mirroring reflection, ambient light, local and global reflection models
- Ray tracing and radiosity
- Gouraud and Phong shading
Acquired insights
- Algoritms for rastering of basic objects
- Antialiasing methods
- Calculation of affine transformations and of perspective projections
- Survey of CAGD techniques
- Applying discrete wavelet transformations in computer graphics
- Methods for removal of invisible surfaces
- Applying effects of light and shadow, illuminating and reflection models
Acquired competence goals
- Ability to apply general scientific insights (numerical methods) to scientific problems (rendering of 3D objects) (AWC2)
- Ability to analyse engineering problems in a scientific way, and to solve them (ATC2)
- Ability to use research methods and techiques to solve engineering problems (ATC4)
- Ability to implement and apply basic algorithms and data structures (SC8)
- Ability to obtain knowledge and insight in present-day scientific research in computer science (SC10)
Materials used ::Click here for additional information:: Syllabus, slides and interactive applets
Further reading:
- Farin, Gerald, Curves and Surfaces for CAGD, Morgan Kaufmann, 2002
- Goldman, Ron, Pyramid Algorithms, Morgan Kaufmann, 2003
- Prautzsch, Hartmut, Boehm, Wolfgang en Paluszny, Marco, Bézier and B-Spline Techniques, Springer, 2002
- Salomon, David, Computer Graphics and Geometric Modeling, Springer, 1999
- Stollnitz, Eric J., Derose, Tony D. en Salesin, David H., Wavelets for Computer Graphics, Morgan Kaufmann, 1996
Study costs € 4
Study guidance The students can make an appointment or e-mail
Teaching Methods Lectures
Assessment Oral examination
Lecturer(s) Joris Moreau
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