minor doc update
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@ -3,28 +3,18 @@ name: {
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en: "Computer Graphics"
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}
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id:
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value: CG
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credits:
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value: 5
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# common
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common:
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id: CG # fix for any variante
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instructor: Prof. Hartmut Seichter, PhD
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credits: 5 # numerical value
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term: winter # winter, summer, both
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frequency: once_per_year, once_per_term
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duration: 1 # 1=one term
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kind: comp #compulsory, elective
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workload: |
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- Vorlesung 2SWS
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- Übung 2SWS
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- Workload: Präsenz (Vorlesung + Übung) 120h Prüfungsvorbereitung 30h
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author-of-indenture:
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form: lecture # lecture, seminar, lecture_seminar, lecture_exersice, project
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form-of-exam:
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value: written
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form:
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value: lecture
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kind:
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value: compulsory
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@ -83,7 +73,7 @@ media-of-instruction:
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* Folien
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* Auszug aus der Literaturliste:
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* Bar-Zeev, Avi. Scenegraphs: Past, Present and Future, 2003 http://www.realityprime.com/scenegraph.php
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1-7, 2012
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1--7, 2012
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* Goldstein, E. Bruce. Sensation and Perception. 3rd ed. Belmont, Calif.: Wadsworth Pub. Co., 1989
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* Hughes, John F. Computer Graphics: Principles and Practice. Third edition. Upper Saddle River, New Jersey: Addison-Wesley, 2014
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* Shirley, Peter, and R. Keith Morley. Realistic Ray Tracing. 2. ed. Natick, Mass: A K Peters, 2003
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@ -94,84 +84,7 @@ media-of-instruction:
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* slides and quizzes
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* Literature:
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* Bar-Zeev, Avi. Scenegraphs: Past, Present and Future, 2003 http://www.realityprime.com/scenegraph.php.
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1–7, 2012
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1--7, 2012
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* Goldstein, E. Bruce. Sensation and Perception. 3rd ed. Belmont, Calif.: Wadsworth Pub. Co., 1989
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* Hughes, John F. Computer Graphics: Principles and Practice. Third edition. Upper Saddle River, New Jersey: Addison-Wesley, 2014
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* Shirley, Peter, and R. Keith Morley. Realistic Ray Tracing. 2. ed. Natick, Mass: A K Peters, 2003
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# German Variant
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de:
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name: Computergrafik
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goal:
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Computergrafik ist ein Schmelztiegel von Technologien in der Informatik mit dem Ziel visuelle
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Inhalte effizient zu generieren und dem Nutzer zu präsentieren. Studierende können den
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Zusammenhang von visuellen Technologien in der Informatik, den zugrunde liegenden mathematischen
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Konzepte und der Physiognomie des Menschen, insbesondere des Sehapparates herstellen.
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Sie können die Eigenschaften verschiedener Darstellungsformen und -techniken analysieren und
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bewerten. Sie lernen grundsätzliche Technologien der 3D Echtzeitdarstellung
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kennen und wenden diese an.
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content: |
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* Grundkenntnisse der menschlichen Wahrnehmung
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* Grundkonzepte der Bilderzeugung, Speicherung und Transformation
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* Anwendungen von Computergrafik
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* Technologien zur Bilddarstellung
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* 3D Modelle, insbesondere Surface- und Volumemodelle
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* Transformationspipeline
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* Homogene Vektorräume und Transformationen
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* Szenengraphen und Echtzeit Rendering APIs
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* Bildsyntheseverfahren
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* Geometrie und Bild Samplingverfahren und Anti-Aliasing Strategien
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* Lichttransport, Physikalische Beleuchtungsmodelle
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* Texturierungsverfahren
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* Überblick Visualisierung
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* Graphische Nutzeroberflächen und Systeme
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prerequisites: Lineare Algebra, Englisch Kenntnisse min. IELTS Score 6.0
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media-of-instruction: |
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* H5P Lernmodule
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* Lernforum
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* Übungen
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* Folien
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* Auszug aus der Literaturliste:
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* Bar-Zeev, Avi. Scenegraphs: Past, Present and Future, 2003 http://www.realityprime.com/scenegraph.php
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1-7, 2012
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* Goldstein, E. Bruce. Sensation and Perception. 3rd ed. Belmont, Calif.: Wadsworth Pub. Co., 1989
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* Hughes, John F. Computer Graphics: Principles and Practice. Third edition. Upper Saddle River, New Jersey: Addison-Wesley, 2014
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* Shirley, Peter, and R. Keith Morley. Realistic Ray Tracing. 2. ed. Natick, Mass: A K Peters, 2003
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# English
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en:
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name: Computer Graphics
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goal: |
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Computer graphics is describing all techniques in computer science
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generating images perceivable by humans. Participants will have a broad
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overview of techniques and concepts of computer graphics. They will be
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able to apply theoretical concepts in practice.
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content: |
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* Basics of human perception
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* Concepts of image storage and manipulation
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* Applications of computer graphics
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* Display sytems
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* 3D models,i.e. surface and volume models
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* Transformationspipeline
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* Homogenous vector spaces and transformations
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* Scenegraphs and rendering APIs
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* Methods for image-synthesis
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* Sampling in computer graphics
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* Light transport and shading models
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* Texturing
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* Overview visualizations
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* Graphical User Interfaces
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prerequisites: linear algebra, min. level IELTS score 6.0
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media-of-instruction: |
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* H5P learning modules
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* learning forum
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* exersises
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* slides and quizzes
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* Literature:
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* Bar-Zeev, Avi. Scenegraphs: Past, Present and Future, 2003 http://www.realityprime.com/scenegraph.php.
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* Burley, Brent. “Physically-Based Shading at Disney.” In ACM SIGGRAPH, 2012:1–7, 2012
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* Goldstein, E. Bruce. Sensation and Perception. 3rd ed. Belmont, Calif.: Wadsworth Pub. Co., 1989
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* Hughes, John F. Computer Graphics: Principles and Practice. Third edition. Upper Saddle River, New Jersey: Addison-Wesley, 2014
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* Shirley, Peter, and R. Keith Morley. Realistic Ray Tracing. 2. ed. Natick, Mass: A K Peters, 2003
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