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Computer Graphics 2

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Code Completion Credits Range Language
01POGR2 Z 2 2 Czech
Garant předmětu:
Pavel Strachota
Pavel Strachota
Pavel Strachota
Department of Mathematics

The second part of the two-semester „Computer Graphics“ course begins with a brief introduction to signal theory in the context of aliasing - a phenomenon ubiquitous in computer graphics. Further, a well structured survey of fundamental problems in 3D computer graphics is given together with their solutions, from the description of a 3D scene to its realistic rendering. Focus is put on mathematical description of problems and explanation of the corresponding algorithms using knowledge previously obtained in a variety of subjects available at FNSPE. The algorithm implementation aspect such as data structures design etc. is also a matter of concern. In the last lecture, a number of theoretical concepts are demonstrated using Blender, an open-source 3D modeling and rendering software instrument.


Completing the „Computer graphics 1 (01POGR1)“ course is strongly recommended though not strictly obligatory.

Syllabus of lectures:

1. Introduction to signal theory

2. The objectives of 3D computer graphics

3. Representing curves and surfaces

4. Solid modeling

5. Procedure-based modeling techniques

6. Matrix transforms

7. Projections

8. Visible surface determination

9. Illumination and shading

10. Texturing

11. Ray tracing and photorealistic rendering methods

12. Modeling and rendering 3D scenes in Blender

Syllabus of tutorials:

The exercises are integrated in the lectures and are devoted to solving the simpler of the particular problems in 3D computer graphics, e.g. cubic spline rasterization, algorithms for regularized Boolean operations on octrees, fractal terrain modeling by means of the Terragen software tool, geometrical transforms in homogeneous coordinates, silhouette algorithm in visible surface determination, the elementary version of the ray tracing method, etc.

Study Objective:


Proper grasp of the fundamental problems of 3D graphics as well as a notion of cutting edge contemporary technologies. Solid theoretical and practical foundations for further development of computer graphics methods and their customization to particular needs.


Immediate ability to apply the approaches of computer graphics in multimedia presentations, scientific visualization and data processing. Complex design and implementation of the corresponding software instruments.

Study materials:

Key references:

[1] J. F. Hughes, A. van Dam, M. McGuire, D. F. Sklar, J. D. Foley, S. K. Feiner, K. Akeley: Computer Graphics: Principles and Practice (3rd ed.), Addison Wesley, 2014.

Recommended references:

[2] Žára, Beneš, Sochor, Felkel: Moderní počítačová grafika. Computer Press, Praha, 2005.

[3] A. S. Glassner: An Introduction to Ray Tracing. Morgan Kaufmann Publishers, San Francisco, 2002.

[4] M. F. Cohen, J. R. Wallace: Radiosity and Realistic Image Synthesis. Morgan Kaufmann Publishers, San Francisco, 1993.

[5] P. Prusinkiewicz, A. Lindenmayer: The Algorithmic Beauty of Plants. Springer Verlag, 1990.

Media and tools:

Computer lab with Windows/Linux OS and C, C++, Java, C# programming languages, MS Visual Studio, Qt development framework. SDL library, OpenGL and DirectX APIs, Blender, 3dsMax.

Time-table for winter semester 2023/2024:
Time-table is not available yet
Time-table for summer semester 2023/2024:
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The course is a part of the following study plans:
Data valid to 2024-04-21
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