Computer Programming; Data Strutures and Algorithms; Linear Algebra; Computer Vision
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,
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.
Introduction: From mathematical models to the computer screen.
Curves and surfaces
Views, perspectives and projections
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
Coherency between virtual objects and the real world.
From instrumented objects to the use of markers.
Commonly used estimation techniques.
Laboratory work or Field work: 50.0%
- Alan Watt, 3D Computer Graphics, Third Edition, Addison-Wesley, 2000.
- Steve LaValle, Virtual Reality, disponivel online em http://vr.cs.uiuc.edu/ (em desenvolvimento).