COMPUTER GRAPHICS WITH LAB.
Introduction to 3D modelg and interactive graphics using software and library for 3D graphic's applications.
Programmazione I, II e III, Matematica
Introduction to the course: information about the course
Introduction to the computer graphics: short history of computer graphics. Ref.:  Chap.1, Chap.1,  Chap.1.
A jump to OpenGL: Orthographic and Perspective projection, world coordinate, screen coordinate, clipping plane the OpenbGL primitive Ref.:  Chap.2,  Chap 5
Introductiont to GLUT: library, utilities, vertex buffer object, vertex array object, display list, Windows management, colors, text, viewports. Ref.:  Chap. 3.
Geometric transormation: Translation, rotation, scaling 2D and 3D and homogenus representation Ref.:  Chap.4, Chap.6.
Animations: Geometric transformations in 2D, Geometric transformations in 3D; Ref.: Chap.4 e 5
Clipping: definition clipping of point, line and polygins 2D e 3D; Frustrum and hidden Surface removal; Back face culling; depth sort; Z buffer algorithm Ref.:  Chap.6,  Chap. 8.
3D Models: definition, properties; mesh. Ref.  Chap.10.
Lighting and shading: definition; local and global light; Phong model; directional and positional light; shading: flat , Gouraud , Phong . Ref.:  Chap.11.
Texture: definition, texture mapping; lighting textures, multitexturing, texture combining. Ref:  Chap.12.
Visual Effectsi: blending, fog, billboarding, antialiasing. Ref.:  Chap.13
Curves and surfaces: Bezier; B-Spline, NURBS:  Chap.16 e 18.
Shaders and pipeline rendering programming: base concept, animations, lights, textures; picking; tesselletion.  Chap.19 e 20.
Interactive Graphics through OpenGL
Lectures and laboratory exercises implemented simultaneously: Learning by doing
 Sumanta Guha, Computer Graphics Through OpenGL: From Theory to Experiments, 2th ed., CRC Press
 R.S.Wright Jr, N. Haemel, G. Sellers, B. Lipchak, , Open GL SuperBible, 5th ed., Addison-Wesley, 2010
 E. Angel, D. Shreiner, Interactive Computer Graphics a Top-down Approach with WebGL, 7th ed., Pearson
 Jacobo Rodriguez,GLSL Essential, Packt Publishing Ltd
 K. Matsuda, R. Lea, WebGL Programming Guide, Addison Wesley
The objective of the verification procedure is to quantify, for each student, the level of achievement of the previously indicated training objectives. The verification procedure consists of an individual or group project (50% of the vote) and an oral examination (50% of the vote). For the positive outcome of the evaluation, the positive outcomes of both the tests (project and oral exam) are necessary. The oral exam verifies the level of theoretical knowledge and the ability to discuss about the topic. The project evaluates the ability to write a C or C ++ program even through an appropriate organization. The project verifies the ability to face and solve a problem in full and writing a report about the analysis process.
During the lectures all the presented material will be published on the Parthenope's e-learning site