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Compute Graphics (infCG-02a)

Abstract

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Computer Graphics enables the generation of visualizations that can be used in a variety of domains and applications, such as movies and games, manufacturing, architecture, and in research. Due to recently introduced concepts, such as the Metaverse and Digital Twins, 3D computer graphics has gained a considerable amount of momentum. Key goals of Computer Graphics are to develop algorithms for rendering images, for modeling the 3D geometry of objects and scenes, and for generating simulations and animations.


Learning Objectives


This is an introductory course to computer graphics that focuses on the technical concepts for the real-time generation of images. The beginning of the course will address the transformation of geometry to pixels by introducing the render pipeline along with the underlying mathematical concepts, including triangles, normals, interpolation, texture mapping, etc. Additionally, the course will address more fundamental concepts of computer graphics, such as light transport, illumination, shadowing, camera models and various concepts for simplifying complex mathematical formalisms. We will discuss different geometric representations and their simplification based on level of detail algorithms as well as the organization of large collections of objects based on acceleration data structures. Finally, we will discuss advanced image-based techniques, such as anti-aliasing and deferred rendering as well as different color spaces. The objective of this course is to develop a real-time renderer for objects and scenes. Code for an initial framework for camera, shaders, and simple geometry processing will be provided. Source code examples will be discussed in the classes.

 
Course Content

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  • Render Pipeline (from geometry to pixels)

  • Geometric transformations

  • Camera models

  • Models for local and global illumination

  • Shading, shadowing, and texture mapping

  • Animation and Interpolation

  • Geometric representations

  • Level of detail algorithms and spatial organization

  • Anti-aliasing and deferred rendering

  • Color theory and color spaces

 

Further Requirements

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  • Mathematical basics of algebra and analysis.

  • Ideally, some knowledge of C++.

  • OpenGL and GLSL (shader language) will be introduced.

  • All lecture slides and course material will be in English.

 

Exam


Written exam (100 min.). It is required to actively work on the exercises (homework) to be allowed to take the exam.  The exam will be offered in the 2 examination time slots following the course.


Teaching and Learning Methods

 

Learning materials will be provided in the form of presentation slides. Primary lecture media is projected slide presentation. Occasionally complemented with drafts on board/white board. Concepts are introduced in the lectures with the help of examples and specific application tasks. In the exercise the knowledge is deepened and applied - guided by bi-weekly homework assignments.


Literature

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  • Real-time Rendering, Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michael Iwanicki, Sebastien Hillaire, 4th Edition, Taylor & Francis

  • Fundamentals of Computer Graphics: International Student Edition, Steve Marschner, Pete Shirley, A K Peters/CRC Press; 5th edition, 2021

Kiel University
Department of Computer Science   
Visual Computing and Artificial Intelligence
Neufeldtstraße 6 (Ground Floor)
D-24118 Kiel
Germany

 © Visual Computing and Artificial Intelligence Group 2025

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