72953 - Principles Of Computer Graphics M

Course Unit Page

Academic Year 2018/2019

Learning outcomes

This class covers 2D and 3D computer graphics fundamentals: modelling, rendering and animation.

Experience in Lab. is an essential part of the course.

Course contents

Introduction to two- and three-dimensional computer graphics. The graphics pipeline: modelling and rendering. Fundamentals of input and display devices, scan conversion of geometric primitives, two- and three-dimensional transformations and clipping, windowing techniques, three-dimensional viewing and perspective. Basic algorithms for CG clipping, scan-conversion, hidden surface removal, ray tracing. Illumination and color models, local and global shading models, and real-time rendering methods. Polygonal meshes, parametric curves and surfaces, splines and NURBS , subdivision curves and surfaces. Surface reconstructions from 3D data set. Digital Animation techniques. OpenGL, and 3-D modeling tools. Emphasis is on the development of practical skills in using graphics libraries and tools. Programming using C/C++ and OpenGL/GLSL for GPU shader.


Shreiner, Woo, Neider, and Davis, The OpenGL Programming Guide - The Redbook, Addison-Wesley.

Möller, Haines, and Hoffman Real-Time Rendering,
3th Edition, A K Peters, 2008.

Edward Angel, Dave Shreiner, Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL , Addison-Wesley

Teaching methods

class hours and projects in lab.

Assessment methods

The final grade will be based on an individual lab project (eventually replaced by 4 complete labs) and the final oral discussion.

Teaching tools

Specific projects on modelling, rendering and animation will be assigned and carried out throughout the course.

Office hours

See the website of Serena Morigi