Introduction to the course: information about the course
Introduction to the computer graphics: short history of computer graphics. Ref.: [1] Chap.1, [2]Chap.1, [3] Chap.1.
A jump to OpenGL: Orthographic and Perspective projection, world coordinate, screen coordinate, clipping plane the OpenbGL primitive Ref.: [1] Chap.2, [3] Chap 5
Introductiont to GLUT: library, utilities, vertex buffer object, vertex array object, display list, Windows management, colors, text, viewports. Ref.: [1] Chap. 3.
Geometric transormation: Translation, rotation, scaling 2D and 3D and homogenus representation Ref.: [1] Chap.4, Chap.6.
Animations: Geometric transformations in 2D, Geometric transformations in 3D; Ref.:[1] 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.: [1] Chap.6, [3] Chap. 8.
3D Models: definition, properties; mesh. Ref. [1] Chap.10.
Lighting and shading: definition; local and global light; Phong model; directional and positional light; shading: flat , Gouraud , Phong . Ref.: [1] Chap.11.
Texture: definition, texture mapping; lighting textures, multitexturing, texture combining. Ref: [1] Chap.12.
Visual Effectsi: blending, fog, billboarding, antialiasing. Ref.: [1] Chap.13
Curves and surfaces: Bezier; B-Spline, NURBS: [1] Chap.16 e 18.
Shaders and pipeline rendering programming: base concept, animations, lights, textures; picking; tesselletion. [1] Chap.19 e 20.