Politecnico di Torino
Politecnico di Torino
Politecnico di Torino
Academic Year 2015/16
Computer Graphics
Master of science-level of the Bologna process in Computer Engineering - Torino
Teacher Status SSD Les Ex Lab Years teaching
Lamberti Fabrizio ORARIO RICEVIMENTO A2 ING-INF/05 30 0 30 8
SSD CFU Activities Area context
ING-INF/05 6 C - Affini o integrative Attivitą formative affini o integrative
Subject fundamentals
The course is taught in Italian.
This course aims to provide students the essentials of computer graphics, i.e., of the generation of computer images and the design of graphics applications. The course will illustrate the basic techniques for producing virtual scenes, obtaining photorealistic images, managing 3D content, etc. Hardware devices, software and standards specific of computer graphics will be described. Particular attention will be devoted to aspects pertaining to the interaction between human and images, which plays a key role for a wide range of applications, as well as to elements related to the implementation of the required graphics interfaces.
Expected learning outcomes
The goal of the course is to make students understand how a graphic system works, both in terms of its software and hardware components. Moreover, students will learn how to analyze, design and evaluate graphics applications and their outputs. In particular, students will achieve knowledge outcomes related to the topics below:

- The human visual system
- Color perception and color models
- Hardware of graphics systems
- Graphics peripherals
- Graphics primitives and attributes
- Image formats
- 3D models geometry and manipulation
- 3D rendering
- Local and global illumination models
- The quest for photorealism
- Interaction techniques, design of graphic applications and interfaces
- Main graphics tools, libraries and standards

Students will develop skills pertaining to:
Creation and manipulation of 2D/3D graphics elements via polygonal modeling and their management using graphics libraries
Configuration of light sources and of graphics attributes (color, transparency, etc.) for 2D/3D content
Use of 2D/3D textures to control the appearance of graphics objects
Configuration of a rendering engine to get the desired level of realism
Management of the basic functionalities of a physics engine for simulating fluids, particle systems, etc.
Prerequisites / Assumed knowledge
Basics in computer science and programming. Linear algebra and basic 3D geometry.
The human visual system, light perception and representation of colors (6 hours)
- Hardware of graphics systems, graphics peripherals (3 hours)
- 3D geometries, curves and surfaces (3 hours)
- Solid and polygonal modeling (3 hours)
- Transformations and projections (3 hours)
- Local and global illumination models , photorealism (4,5 hours)
- Primitives, graphics pipeline and rendering (4,5 hours)
- Formats and standards for graphics software (3 hours)
Delivery modes
In addition to the 30 hours of in-class lessons, the course includes 30 hours in the laboratory. The laboratory activities involve the use of software and libraries for modeling and rendering 3D static scenes and for implementing interactive applications by means of graphics libraries. Laboratory activities, which are preparatory for the development of an individual or group project that contributes to the determination of the final grade, will focus on the following subjects:

- Introduction to the use of modeling and rendering tool (3 hours)
- Modeling techniques (6 hours)
- Development of interactive graphics applications (6 hours)
- Libraries for importing and managing 3D models and scenes (3 hours)
- Lighting and materials for rendering 3D content (3 hours)
- Texture mapping (3 hours)
- Particle systems and fluid simulation, force fields and collisions (6 hours)
Texts, readings, handouts and other learning resources
Reference books:

- Introduction to Computer Graphics, Folley, Van Dan, Feiner, Hughes, Phillips (Addison-Wesley)
- Grafica 3D con Blender: Guida Completa, Siddi (Apogeo)
- Blender Foundations: The Essential Guide to Learning Blender 2.5, Hess (Focal Press)
- OpenGL Programming Guide: The Official Guide to Learning OpenGL, Shreiner (Addison-Wesley)
- Computer Graphics with OpenGL, Hearn, Baker (Pearson)

Further specific references could be provided at the beginning and during the course.

Additional material:

- Slides (in-class lessons and laboratory sessions), exam topics and other material on the Portale della Didattica
- Tutorials and wikis, e.g. at http://www.blender.org
Assessment and grading criteria
The exam consists of a written test and of a laboratory project, which will contribute to the final grade in an equal way. During the test, students will be asked to answer a series of theory questions and to solve some exercises. The use of books, notes and similar material will not be allowed. The written text may be complemented by an oral discussion at teacher's discretion. The project, carried out in an individual or group way and agreed with the teacher, will be aimed at creating a static 3D scene and an interactive graphics application by exploiting the notions acquired during laboratory sessions.

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

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