Course: Advanced Computer Graphics

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Course title Advanced Computer Graphics
Course code KIV/ACG
Organizational form of instruction Lecture + Tutorial + Seminar
Level of course not specified
Year of study not specified
Semester Winter and summer
Number of ECTS credits 6
Language of instruction English
Status of course unspecified
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
  • Skala Václav, Prof. Ing. CSc.
Course content
1-2 Introduction, Typical problems and methods, a mathematical overview, Algorithm complexity and robustness. Algorithm Transformation of algorithms 3-4 Data representation, coordinate systems, homogeneous coordinates, affine and projective spaces, Principle of duality and applications, Geometric transformation in E2 and E3 5-6 Plucker and barycentric coordinates, typical problems. GPU based computational methods 7-8 Fundamentals of geometric algebra and conformal algebra. Geometric transformations of geometric elements in E2 and E3 in the frame of geometric algebra. 9-10 Interpolation of ordered and un-ordered data sets in the Euclidean and non-Euclidean space. 11 Application of geometrical algebra and conformal algebra in computer graphics and computer games, data visualization and virtual reality systems. 12 Invited talk. 13 Final course overview

Learning activities and teaching methods
Lecture supplemented with a discussion
  • Preparation for comprehensive test (10-40) - 15 hours per semester
  • Contact hours - 65 hours per semester
  • Presentation preparation (report) (1-10) - 10 hours per semester
  • Preparation for an examination (30-60) - 30 hours per semester
  • Graduate study programme term essay (40-50) - 45 hours per semester
professional knowledge
Knowledge of fundamentals of computer graphics at the level of KIV/ZPG, practical knowledge of procedural and object-oriented programming, basic knowledge of graphical interfaces OpenGL and/or Direct X
learning outcomes
Student of the course will gain: - knowledge of advanced methods used in computer graphics, data visualization, 3D game engines - understanding of relevant mathematical background - ability to design and implement programming tools - basic knowledge of working in a team
teaching methods
Lecture supplemented with a discussion
assessment methods
Combined exam
Recommended literature
  • Blinn,J. Jim Blinn's Corner - A Trip Down the Graphics Pipeline. Morgan Kaufmann Publ, 1996.
  • Hartley, Richard; Zisserman, Andrew. Multiple view geometry in computer vision. Cambridge : Cambridge University Press, 2001. ISBN 0-521-62304-9.
  • Lengyel, Eric. Mathematics for 3D game programming and computer graphics. 2nd ed. Hingham : Charles River Media, 2004. ISBN 1-58450-277-0.
  • Lichtenbelt, Barthold; Crane, Randy; Naqvi, Shaz. Introduction to volume rendering. Upper Saddle River : Prentice Hall, 1998. ISBN 0-13-861683-3.
  • Penna,M.A., Patterson,R.R. Projective Geometry and its Application to Computer Graphics. Prentice Hall, 1986.
  • Shirley,Peter. Fundamentals of computer graphics.
  • Vince, John. Essential mathematics for computer graphics fast. London : Springer, 2001. ISBN 1-85233-380-4.

Study plans that include the course
Faculty Study plan (Version) Branch of study Category Recommended year of study Recommended semester