TU Delft
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2013/2014 Electrical Engineering, Mathematics and Computer Science Master Computer Science
3D Computer Graphics and Animation
Responsible Instructor
Name E-mail
Prof.dr. E. Eisemann    E.Eisemann@tudelft.nl
Contact Hours / Week x/x/x/x
0/0/4/proj pract
Education Period
Start Education
Exam Period
Course Language
Expected prior knowledge
TI2710-B, IN2905-A, IN2905-I or IN2770 Computer Graphics; students that haven't followed any of these courses might still be able to participate, but should be willing to invest some more time
Course Contents
Have you ever wondered how ToyStory was made, why the game Crysis looks so beautiful, or have you ever wanted to create your own graphics application or game? Then you should consider following this course.
If not, then you still should follow this course... maybe you will become interested.

In this course, you will get a good idea of Computer Graphics in general. The topic is of very high relevance for the industry and the research community and has numerous applications in different domains, such as scientific visualization, video games, simulators, special effects, animated movies and many more.
Here, you will learn about basic algorithms, as well as modern techniques.

We will address several topics: the principles of image synthesis, object representations, geometric and hierarchical transformations, graphics cards and the graphics pipeline, realistic rendering (including global illumination and effects, such as reflections), expressive rendering, physics simulations, rendering control (including previsualization systems used by professionals in the movie industry), and perceptual rendering, which relies on properties of the human visual system to enhance the quality of the images.

Besides course sessions on the theory of Computer Graphics, some of the algorithms will also be reproduced in practice, and deepened during the final project.

Tentative Course Schedule:
1. Once upon a time… - Introduction to Computer Graphics – Get an overview of it all

2. Painting with numbers - Graphics Pipeline – Understand how a graphics card works

3. It get's under my skin - Reflection Models – Learn how light interacts with objects

4. Where there is light… - Hard Shadows – Discover how shadows are computed efficiently

5. The line begins to blur - Filtered Shadows – Learn how to hide shadow artifacts and why signal theory relates to shadows

6. Be aware of your image - Image-Based Shadow Techniques– Learn how to rely on image-like representations to compute shadows

7. The importance of being accurate - Visibility computations for shadows and radiosity – Learn about physics and understand: A lot that we did was wrong!

8. Make it bouncy - Fast Global Illumination – Learn about light interaction in scenes and how to tackle the recursivity of the rendering equation!

9. A Question of Time - Temporal Coherence – Understand that redundancy can be exploited

10. Big is better - Volume Rendering with Exposure render - Learn about volume rendering and global illumination in volumes
not relevant for the exam.

11. It’s art! - Interaction and Design – Get to know how movie makers control appearance

12. Express yourself - Non-photorealistic Rendering – See that there is more than “realism”

13.I see double! – Stereovision – Learn why Avatar's 3D is special

14. Let’s talk about FX! – Article session – Learn how to read (a scientific article)

There will also be practical sessions addressing several topics, such as 3D Modelling, Light Design, Mesh Simplification, and 3D Stereo rendering.
Study Goals
The course teaches computer graphics techniques on an advanced level. After the course the student is able to classify the different modeling, shading and display techniques, and can reproduce the basic mathematical and algorithmic notions associated with these concepts, can comment on the weak and strong points of these techniques, and can apply the concepts within a graphics program.
Education Method
research, lab work
Literature and Study Materials
Research Papers in domain of selected topics, Lecture sheets
Real-time Rendering by Tomas Akenine-Möller, Eric Haines, Naty Hoffman - Peters, Wellesley

Real-Time Shadows by Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer - Taylor & Francis

Computer Graphics. Principles and Practice by James D. Foley, Andries VanDam, Steven K. Feiner - Addison Wesley

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 by Dave Shreiner - Addison Wesley -AVAILABLE AS DOWNLOAD FOR FREE SEARCH FOR "RED BOOK OpenGL"
Some of the practical assignments will be checked (pass/fail).

The final project, paper presentation (including an individual oral evaluation) will be graded.