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Politecnico di Torino
Academic Year 2015/16
01MNVPC
Computer graphics
1st degree and Bachelor-level of the Bologna process in Cinema And Media Engineering - Torino
Teacher Status SSD Les Ex Lab Tut Years teaching
Bottino Andrea ORARIO RICEVIMENTO A2 ING-INF/05 85 0 15 0 11
SSD CFU Activities Area context
ING-INF/05 10 B - Caratterizzanti Ingegneria informatica
Subject fundamentals
This course aims to provide students with basic and advanced knowledge in computer graphics and multimedia. Main theoretical aspects as well as practical approaches will be shown. A part of the program is devoted to provide both theoretical and practical competences for the design and development of graphical user interfaces. Starting from the analysis of man-machine interaction, the overall structure of a graphical user interface is presented, in terms of basic components, behaviors and ways of combining them into a larger system.
Expected learning outcomes
The goal of the course is provide students the comprehension of a graphics system both form a software and a hardware point of view. Moreover, students will learn to analyze, design, implement, and evaluate 2D graphics user interfaces. In particular, students will learn the:

- knowledge of the human visual system
- knowledge of intensity and color representation models
- ability to understand and analyze hardware graphics systems
- knowledge of visualization device functioning
- knowledge of graphics peripheral functioning
- ability to analyze and design output primitives
- knowledge of graphics image formats and they will be able to evaluate performance of lossless and lossy compression algorithms
- knowledge of main 3D modeling techniques
- ability to analyze and design shading models
- knowledge of main rendering algorithms
- knowledge of techniques for the analysis and the design of GUI programs
- ability to analyze and design a program logic by combining elementary behaviors
- ability to use temporal constrained actions to implement interfaces
- knowledge of basic Java classes for 2D GUI programming
- ability of understanding issues related to usability and user centered design of GUIs and ability to use "best practice" rules for the design.
Prerequisites / Assumed knowledge
Basics knowledge of structured and object-oriented programming
Contents
Main topics
- Human visual system physiology, light perception, color representation models (1 cr)
- HW & SW architecture for graphic systems, peripherals and visualization devices (1,5 cr)
- 3D modeling, shading, and rendering techniques (1,5 cr)
- Graphic formats and output primitives (1 cr)
- GUI analysis and modeling techniques(1 cr)
- GUI widgets (1 cr)
- JAVA classes for GUI development (2,5 cr)
- Ergonomics and usability (0,5 cr)
Delivery modes
Weekly assignments will focus both on 3D scenes modeling and rendering and on GUI design and development and will be carried out as either individual or group work, according to the specific learning objective. Assignments are preparatory to larger projects that will contribute to the final mark.
Texts, readings, handouts and other learning resources
- Paul Fischer, An Introduction to Graphical User Interfaces with Java Swing, 2005, Pearson Education
- John Zukowski, The Definitive Guide to Java Swing, 2005, APress
- Mauro Marinilli, Professional Java User Interfaces, 2006, John Wiley & Sons
- Romain Guy, Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java Applications, 2007, Prentice Hall
- Blender documentation: http://www.blender.org
- Course handouts and other material at http://didattica.polito.it
Assessment and grading criteria
The exams consists of two part: the first involves answering a number of questions, the latter involves developing some exercises
The examiner may add an oral part.
- Candidates shall bring a valid ID card
- No materials or electronic devices shall be brought into the room or used at an examination
- Individual or group assignments focusing 3D scenes and GUI will be organized during the course

Programma definitivo per l'A.A.2015/16
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