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;
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.
Lectures, laboratory work and compulsory assignments.
Written examination at the end of the course and approved assignments.