COMP3080 - Computer Graphics
Note: Whilst every effort is made to keep the syllabus and assessment records correct, the precise details must be checked with the lecturer(s).- 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
- Jan Kautz (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.There are 2 courseworks, equally weighted.
Assessment:
The course has the following assessment components:
- Written Examination (2.5 hours, 75%)
- Coursework Section (2 pieces, 25%)
To pass this course, students must:
- Obtain an overall pass mark of 40% for all sections combined
The examination rubric is:
Answer THREE questions out of FIVE. All questions carry equal marks
Resources:
Computer Graphics And Virtual Environments - From Realism to Real-Time. Mel Slater, Yiorgos Chrysanthou, Anthony Steed, ISBN
0201-62420-6, Addison-Wesley, 2002.

