Computer Graphics and Augmented Reality

Year
4
Academic year
2020-2021
Code
02035017
Subject Area
Biomedical Engineering
Language of Instruction
Portuguese
Other Languages of Instruction
English
Mode of Delivery
Face-to-face
Duration
SEMESTRIAL
ECTS Credits
6.0
Type
Elective
Level
2nd Cycle Studies - Mestrado

Recommended Prerequisites

Computer Programming; Data Strutures and Algorithms; Linear Algebra; Computer Vision.

Teaching Methods

Theoretical classes with detailed presentation, using audiovisual means, of the concepts, principles and fundamental theories and solving of basic practical exercises to illustrate the practical interest of the subject and exemplify its application to real cases.

Laboratory classes where execution of specific developments and consequent results analysis.

Learning Outcomes

This course has the objective of introducting the students to the basic principles of computer graphics, that enables them to develop applications and understand the concepts used in tridimensional modeling tools.

By extending concepts that have connections with other courses, namely in terms of the use of sensors or computer vision techniques. This competencies aim, not only at the development of computer graphics software, but also on contents and supporting technologies.

Work Placement(s)

No

Syllabus

Introduction: From mathematical models to the computer screen.

Curves and surfaces

Views, perspectives and projections

Homogeneous transformations

Complex models: Parametric curves/surfaces and meshes

 

Computer graphics in personal computers and mobile devices

History and industry standards

Programming with OpenGL 4.x and OpenGL/ES

Transformations projectos, clipping and rasterization

Textures and materials

Shader programming with GLSL

 

Animation, motion capture and “keyframes”

Motion capture and animation

Animation by keyframe interpolation

Mesh models and skeletal animation

 

Virtual and Augmented Reality

The observer viewpoint

Head mounted displays and caves.

Sensors-based viewpoint estimation

Augmented reality

Coherency between virtual objects and the real world.

From instrumented objects to the use of markers.

Commonly used estimation techniques.

Head Lecturer(s)

Paulo Jorge Carvalho Menezes

Assessment Methods

Assessment
Exam: 50.0%
Laboratory work or Field work: 50.0%

Bibliography

-           Alan Watt, 3D Computer Graphics, Third Edition, Addison-Wesley, 2000.

-           Steve LaValle, Virtual Reality, disponivel online em http://vr.cs.uiuc.edu/  (em desenvolvimento).