|Website:||website met extra informatie|
|Periode:||periode 1 (week 36 t/m 45, dwz 3-9-2009 t/m 6-11-2009; herkansing week 52)|
|Deelnemers:||tot nu toe 115 inschrijvingen|
|Rooster:||Let op: m.i.v. het collegejaar 2008/2009 is het rooster te vinden in Osiris|
|Docenten:||Dit is een oud rooster!
|Inhoud:||Please note that for various reasons this lecture will be given in English. However, questions can be asked in Dutch and also the exam questions may be answered in Dutch (or English).
[Engels/English] "Graphics" is an introductory lecture about computer graphics. Generally, computer graphics deals with the representation and manipulation of pictorial data by a computer. One important aspect, which will be covered by this lecture, is the creation of realistic images based on 3D models. The course will start with a short coverage of the mathematical basics needed for computer graphics. Then, we discuss some fundamental techniques of modern computer graphics, such as transformations and projection of 3D models, hidden surface removal, triangle rasterization, shading, texture mapping, and ray tracing. We will also look into some advanced topics such as global illumination, radiosity, and shadows.
[Nederlands/Dutch] "Graphics" is een inleidende cursus over computer graphics. Computer Graphics houdt zich bezig met de representatie en manipulatie van beelddata door computers. Een belangrijk facet hierbij, dat wordt behandeld in deze cursus, is het maken van plaatjes van 3D-modellen. De cursus begint met een korte inleiding in de wiskundige basis welke voor computer graphics belangrijk is. Vervolgens bespreken wij enige fundamentele technieken van moderne computer graphics (b.v. transformatie en projectie van 3d modellen), hidden surface removal, triangle rasterization, shading, texture mapping en ray tracing. Wij zullen ook enige geavanceerde thema's behandelen, b.v. global illumination, radiosity en schaduwen.
Fundamentals of Computer Graphics.
A.K. Peters, 2005.
Note that this is the 2nd edition of this book. Students who already own the first edition do not need to purchase a new one as there are only marginal changes between the two versions. Additional material (online articles, etc.) might be used and will be referenced in the lecture.
|Werkvorm:||Two 2 hour lectures, one 2 hour tutorial, and one 2 hour practical session per week.|
|Toetsvorm:||The course will be graded based on two exams (T1, T2) and two practical assignments (P1, P2). Practical assignments have to be done in teams of 2 that are picked at the beginning of the term. Submitting alone will result in a decrease of your grading.
Each exam counts for 1/2 towards your total grade T for the exams, i.e. T = 0.5*T1 + 0.5*T2. The first programming assignment counts for 2/5, the second (and larger) one counts for 3/5 towards the total grade P for the programming assignments, i.e. P = 0.4*P1 + 0.6*P2. The final grade is calculated as (2T + P) / 3, i.e. the exam counts twice as much as the programming assignments.
In order to pass this course, both T and P must be at least 5.0 (before rounding) and the final grade must be at least 6.0 (after rounding, where 5.5 is rounded to 6.0, 5.4 is rounded to 5.0). Results from previous years will not be considered for this course.
For detailed infos about grading and precise conditions, please refer to the course's web site.
|Inspanningsverplichting voor aanvullende toets:||In order to quality for the retake, the original total grade (calculated as specified above) has to be at least 4.0 (before rounding).|