Syllabus for Computer Graphics

Datorgrafik

  • 10 credits
  • Course code: 1TD388
  • Education cycle: Second cycle
  • Main field(s) of study and in-depth level: Computer Science A1N, Computational Science A1N

    Explanation of codes

    The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:

    First cycle

    • G1N: has only upper-secondary level entry requirements
    • G1F: has less than 60 credits in first-cycle course/s as entry requirements
    • G1E: contains specially designed degree project for Higher Education Diploma
    • G2F: has at least 60 credits in first-cycle course/s as entry requirements
    • G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
    • GXX: in-depth level of the course cannot be classified

    Second cycle

    • A1N: has only first-cycle course/s as entry requirements
    • A1F: has second-cycle course/s as entry requirements
    • A1E: contains degree project for Master of Arts/Master of Science (60 credits)
    • A2E: contains degree project for Master of Arts/Master of Science (120 credits)
    • AXX: in-depth level of the course cannot be classified

  • Grading system: Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
  • Established: 2008-03-18
  • Established by:
  • Revised: 2018-08-30
  • Revised by: The Faculty Board of Science and Technology
  • Applies from: week 24, 2019
  • Entry requirements: 120 credits including 30 credits in mathematics and Computer Programming II or the equivalent. Proficiency in English equivalent to the Swedish upper secondary course English 6.
  • Responsible department: Department of Information Technology

Learning outcomes

On completion of the course, the student should be able to:

  • describe the data flow in a graphics rendering system;

  • use matrix algebra in computer graphics applications;

  • implement fundamental algorithms and transformations involved in viewing models, projection models, illumination models and the handling of hidden surfaces in polygon-based computer graphics;

  • describe effects such as texture mapping, bump mapping and antialiasing;

  • describe curves and surfaces that can be represented by splines;

  • use the OpenGL API with C++ in 3D graphics programming;

  • program GPU hardware, so called shader programming;

Content

The graphics pipeline. Colour systems. Geometrical objects. Matrix algebra for transformations, projections and coordinate systems in 2D and 3D. Clipping and hidden surface removal. Lighting models for polygon based graphics. Rasterisation. Line drawing. Polygon filling. Texture mapping and bump mapping. Global rendering. Low level graphics libraries for 3D programming (OpenGL). Shader programming on GPU.

Instruction

Lectures, laboratory work and compulsory assignments.

Assessment

Written examination at the end of the course and approved assignments.

If there are special reasons for doing so, an examiner may make an exception from the method of assessment indicated and allow a student to be assessed by another method. An example of special reasons might be a certificate regarding special pedagogical support from the disability coordinator of the university.

Reading list

The reading list is missing. For further information, please contact the responsible department.