Preliminary Schedule 1. Short recap on modelling and rendering, 3D models and data structures, meshes 2. Sampling and reconstruction 3. Rendering equation and its solution 4. Subdivision surfaces 5. Textures I: mapping, filtering 6. 3D modelling techniques: global and local deformations, implicit modelling 7. Surface reconstruction, simplification 8. Direct rendering of volume data 9. Space subdivision and searching methods: scene-based approaches, space-based approaches 10. Real-time rendering techniques: culling, PVS approaches 11. Shadows: hard shadows, soft shadows 12. Warping and morphing in 2D, 3D 13. (Textures II: synthesis)We explain all these subjects with both mathematical descriptions as well as its algorithmic counterpart. Students will learn theoretical basis of the above-described concepts, algorithms, and representations. Slides are available in IS as Study materials FI:PA010. The lectures will not be recorded.

Scene with spheres, triangles, various ray sampling schemes, apply texture

Minimum (10 pts.) Scene: 2 spheres, checkerboard floor, 1 light, Method: deterministic sampling,1ray/pixel, constant camera (3 predefined views) Additional pts. (max 10 pts.) objects defined by triangles (3 pts.) multisampling, stochastic sampling (3 pts.) approximated area light (3 pts.) view selection/seting camera (4 pts.) reflection mapping (3 pts.) ...Hints:

See Study materials FI:PA010

Subdivision surfaces (closed, open), various schemes

Minimum((10 pts.) Closed triangulated surface, e.g. tetrahedron or box, Loop subdivision controlled camera (keyboard), wireframe, visualize 2 consequent subdivision steps Additional pts. (max 10 pts.) quadrilateral schemes (3 pts. each) CC scheme/general meshes (5 pts.) mesh input/output (5 pts.) open meshes (5 pts.)Hints:

CMU 15-462/662 Assignment 2: A Mini Mesh editor

Loop Subdivision

Mini-project 2: Basic mesh processing

Create set of textured solids or subspaces with various textures and mappings

Minimum (10 pts.) 1D, 2D, 3D Perlin noise with controlled parameters, 2 examples for each at least (wrinkled lines, 2D images, 3D - sphere a/o cylinder marble, wood material) synthesis of various textures, see examples in lecture Textures I Additional pts. (max 10 pts.) RT of 3D objects with Perlin n. (up to 10 pts) controlled camera and light (keyboard, up to 4 pts. if not assesed in HWA 1.) a simple GUI for P.n. parameters in composed noise-based textures (keyboard, up to 10 pts.)Hints:

See Study materials FI:PA010

Evaluation: HW/Project 1: 20 pts., minimum 10 pts. HW/Project 2: 20 pts., minimum 10 pts. Final Exam: 60 pts., minimum 24 pts. Total: 100 pts. Definitions of Grades A 90-100 pts. Outstanding achievement above that of expected course outcomes B 80 - 89 pts. Praiseworthy performance above that of expected course outcomes C 70 - 79 pts. Average performance of expected course outcomes D 60 - 69 pts. Acceptable performance of expected course outcomes E 50 - 59 pts. Low limit acceptable performance and knowledge F 0 - 49 pts. Failed course due to poor performance

MUKUNDAN, R. Advanced methods in computer graphics : with examples in OpenGL. New York: Springer, 2012. xiii, 312. ISBN 9781447123392. DUTRÉ, Philip, Kavita BALA a Philippe BEKAERT. Advanced global illumination. 2nd ed. Wellesley: A K Peters, 2006. xvi, 366. ISBN 1568813074. ERICSON, Christer. Real-time collision detection. Amsterdam: Elsevier, 2005. xxxviii, 5. ISBN 1558607323. WATT, Alan H. 3D Computer Graphics. 2nd ed. Wokingham: Addison-Wesley Publishing Company, 1993. 500 s., ob. ISBN 0-201-63186-5. ACM Digital Library: www.acm.org/dl