# COMP3080 - Computer Graphics

**This database contains 2016-17 versions of the syllabuses.** For current versions please see here.

Code | COMP3080 (Also taught as: COMPGV10) |
---|---|

Year | 3 |

Prerequisites | Successful completion of year 1 and 2 of the Computer Science programme |

Term | 1 |

Taught By | Anthony Steed (100%) |

Aims | To introduce the fundamental concepts of 3D computer graphics and give the students all the knowledge needed for creating an image of a virtual world from first principles. |

Learning Outcomes | The students will be able to define a virtual world and create images of it. They will know how to write a basic ray tracer, and use a graphics library such as OpenGl (or equivalent). |

# Content:

**Introduction**

The painter's method.

**Creating an image using ray tracing**Ray casting using a simple camera.

Local illumination.

Global illumination with recursive ray tracing.

**Specifying a general camera**

World / image coordinates.

Creation of an arbitrary camera.

Ray tracing with an arbitrary camera.

**Constructing a scene**

Polyhedra.

Scene hierarchy.

Transformations of objects / rays.

Other modelling techniques.

**Acceleration Techniques**

Bounding volumes.

Space subdivision.

**From ray tracing to projecting polygons**

Graphics pipeline.

Transforming the polygons to image space.

Sutherland Hodgman clipping.

Weiler Atherton clipping.

Clipping.

**Polygon rasterization/Visible surface determination**

Scan conversion.

Z-buffer.

Interpolated shading.

Texture mapping.

OpenGL.

Back face culling.

Culling.

**Shadows**

Shadow volumes.

Shadow buffer.

Shadow mapping.

Soft shadows.

**The nature of light**

Transport theory, Radiance, luminance, radiosity.

The radiance equation.

**Radiosity method**

Classical radiosity

Substructuring.

Progressive refinement.

**Parametric surfaces**

Bezier Curves.

B-Splines Curves.

# Method of Instruction:

Lecture presentations and lab classes.

# Assessment:

The course has the following assessment components:

- Written Examination (2.5 hours, 75%);
- Coursework Section (25%).

To pass this course, students must:

- Obtain an overall pass mark of 40% for all components combined;
- Obtain a minimum mark of 30% in each component worth ≥ 30% of the module as a whole.

# Resources:

Computer Graphics And Virtual Environments - From Realism to Real-Time. Mel Slater, Yiorgos Chrysanthou, Anthony Steed, ISBN

0201-62420-6, Addison-Wesley, 2002.