Computer Graphics and Virtual Reality

 

           Do not forget to be creative! This is an option and a way to happiness.           



Course: COMPUTER GRAPHICS | Bachelor of Science (Computer Science)
Software: C++, OpenGL, JavaScript, Java 3D, SVG, VRML


Computer Graphics / Computation Geometry / Virtual Reality

PICTURE: "A picture is worth ten thousand as the words" (Chinese proverb)

CHARACTERS: “The book of nature is written in the characters of geometry". (Galileo Galilei)

If the decade 70 (XX century) at the university level, some subjects were their own computer, today there are complex areas of Computer Science: Programming and Software Engineering, Computer Networks and Computing, Databases and Information Systems, Programming and Web Development, Graphics computer and virtual reality, computational geometry, modeling and simulation, Parallel and Distributed Computing, artificial intelligence and expert systems, knowledge engineering.

 

OBJECTIVES

 

  •      Knowledge and use of concepts and techniques for designing, developing and using basic software and application software for computer graphics;
  •      Information technology in this field requires knowledge of methods and special techniques for representing, storing, processing, communication and information visualization, these actions are necessary to be implemented in its software base, as well as software applications;
  •      The laboratory activity is aimed to get students competent in the use of computing technology of computer graphics information.

 

COURSE:

  • understanding and knowledge of the main absorption modeling, representation and processing of 2D or 3D objects in software applications
  • programmimg in C + +, OpenGL, SVG, JavaScript

LABORATORY:

  • strengthening the application of knowledge from the course, testing, development of graphics applications C, OpenGL and SVG
  • Web applications and programming projects using Java, JavaScript

 

CONTENT


     * Stages of problem solving by computer (numerically and graphically layout);
     * Structure and graphics system architecture (hardware and software);
     * computer graphics software industry oriented towards user, programmer;
     * Knowledge Standards graphics systems (Models: GKS, CORE, PHIGS)
     * Knowledge and use of graphics core offered by programming languages​​;
     * The space object (user) and space representation (equipment);
     * Window-Viewport relationship;
     * Mathematical Foundations of 2D graphics: homogeneous coordinates, transformations of objects, collinear, intersections, visibility in 2D graphics;
     * Object oriented programming (C + +, Java);
     * raster (bitmap) graphics linear (vector) graphics TrueType (parabolic B-spline);
     * Raster Algorithms (J. Bresenham) for the straight draw, circle, ellipse;
     * Cohen-Sutherland clipping algorithm (a segment's clipping against a rectangular window);
     * clipping algorithm against a segment of a convex polygon or neconvexe fereasta;
     * clipping algorithm (Sutherland-Hodgman) of a certain polygon against a convex window;
     * clipping algorithm (Weiler-Atherton) of a polygon from a window some neconvexa;
     * scannare fundamental algorithms and filling;
     * approximation, and generating curves in 2D graphics (Bezier shapes, forms B-spline);
     * Approximation and representation of surfaces in 3D graphics (forms Bezier, B-spline, Hermite);
     * visibility and concealment algorithms

 

 

 

 

 

Bibliography

- M. Vlada, Scientific Knowledge and Solving Problems Modelling, Representation and Processing, International Conference on Virtual Learning, Fourth Edition, University of Bucharest, 2009: LINK (online)

 

Fisier de tip .pdf ! 1_3_vlada (pdf)    Fisier de tip .pdf ! Library_winbgim     Fisier de tip .pdf ! OpenGL_Programming_Guide

PROJECTS:  Fisier de tip .pdf ! Proiecte-1_CG Fisier de tip .pdf ! Proiecte-2_CG Fisier de tip .pdf ! Proiecte-3_CG  Fisier de tip .pdf ! Proiecte-4_CG


1)             M. Vlada, A,.Posea,…, Grafica pe calculator in limbajele Pascal si C, vol. I,II, Implementare si aplicatii, Editura Tehnica,1992

2)              M. Vlada, D. M. Popovici, Realitatea Virtuala (Virtual Reality)- Tehnologie moderna a informaticii aplicate. In Conferinta Nationala de Invatamant Virtual – CNIV 2004, 2004

3)              Gr. Albeanu, Grafica pe calculator. Algoritmi fundamentali, Editura Universitatii din Bucuresti, 2001

4)              Gr. Albeanu, Modelarea si tehnici de programare in realitatea virtuala. In Conferinta Nationala de Invatamant Virtual – CNIV 2005, 2005

5)               Florica Moldoveanu, Grafica pe calculator, Editura TEORA, 1996   

6)               F. Ionescu, Grafica în realitatea virtuală, EdituraTehnică 2000

7)               D.Pop,  D.Petcu, Modelare lumii tridimensionale, Editura Eubeea, 2004, Timisoara

8)               D.Petcu, L.Cucu, Principii ale graficii pe calculator, Editura Excelsior, Timisoara, 1995                                       

9)               Calin Marin Vaduva, Programarea in Java, Editura Albastra, Cluj-Napoca, 2002

10)             Titus Felix Furtuna, Grafica interactiva cu aplicatii in Java si Java 3D, Editura ASE, Bucuresti, 2007

11)              http://www.w3schools.com , accesare 2011

12)              http://www.w3.org/Graphics/SVG/ , accesare 2011

 

 

  • Hearn, D., Baker P., “Computer Graphics with OpenGL”, Prenticel Hall, 2003
  • Hill, F.S, “Computer Graphics Using OpenGL”, Prenticel Hall, 2000
  • K. Hawkins, D. Astle, “OpenGL Game Programming”, Premier Press, 2004
  • A.Watt, F. Policarpo, “3D Game: Volume 1: Real-time Rendering and Software Technology”, Addison-Wesley, 2001.

 

Solutions 21st Century Skills    BETT 2009- Londra: Siveco&Sanako

 

 

 

 

Last updated at: April 20, 2011.