**Graphical Processing Systems**

- Objectives
- Specialization and Activities
- Course Syllabus
- Laboratory Works
- Knowledge Assessment
- References

The course concerns on the photorealistic presentation of 3D scene of objects. The polygon based graphics models are used to build up complex applications. The rendering pipeline emphasizes a few concepts such as world system, local coordinate system, viewing system, viewing frustum, 3D clipping, screen space, and 3D operators. After the presentation of the notions of illumination the Phong reflection model is analysed. A few shadow computation algorithms are presented. Texture mapping is another technique which improves the photorealistic presentation. The ray-tracing and radiosity are presented as powerful and unified approaches for the graphics presentation. The animation and deformation are other techniques that improves the realism of the graphics scene of objects.

**Lecturer: **Prof. Dorian Gorgan

**Specialization: **Computer Science and Information Technology

**Year of study:** 3rd year, 1st semester

**Teaching language: **Romanian, English

**Activities:** 2C, 2L each week

Computational graphics

Hidden line and surface removal algorithms. Floating horizon algorithm, Back-face culling, Area subdivision algorithm, Depth buffer algorithms, Depth sorting algorithms, Scan-line algorithms, Octree algorithm, Ray casting algorithms, BSP trees

3D object modeling. Particles based models

Polygonal objects rendering

Illumination models. Local reflection model. Phong model

Shadow computation

Texture mapping. 2D and 3D textures

Global reflection models. Ray-tracing algorithm

Global reflection models. Radiosity algorithm

Graphical animation

Introduction. Administrative. Creating a C++ project, OpenGL, GLUT and GLUI documents

Structure of the OpenGL based applications

Graphics primitives in OpenGL Graphics

Graphics transformations in OpenGL

Data model and file formats

Projections and clipping planes in OpenGL

Lighting model in OpenGL

Texture mappings in OpenGL

Shadow computation in OpenGL applications

Graphical User Interface in OpenGL Applications - Part 1

Graphical User Interface in OpenGL Applications - Part 2

Ray tracing

Bump mapping

Practical Knowledge Assessment

**Assessment approach:** There are four types of assessment - written paper (E), practical coloqvium (C), home works (T), and activity at the course (AC). **Mark computation: ** M=0,5*E+0,4*[(C+T)/2]+0.1*AC **Graduate req.:** M≥5; E≥5; C≥5; T≥5

1. Course Resources Repository, http://cgis.utcluj.ro/teaching/

2. Foley J.D., van Dam, A., Feiner, S.K., Hughes, J.F., "Computer Graphics. Principles and Practice". Addison-Wesley Pblishing Comp., 1992.

3. Watt A., Policarpo F.:“3D Games. Real-time Rendering and Software Technology". Addison-Wesley, 2001.

4. Burger P., Gillies D.: "Interactive Computer Graphics. Functional, Procedural and Device-Level Methods". Addison-Wesley, 1992.

5. Akenine-Moller T., Haines E., “Real-Time Rendering”. A.K. Peters 2nd edition, 2002.

6. Watt A., "3D Computer Graphics". Addison-Wesley, 1998.