Checking date: 02/05/2019

Course: 2020/2021

Computational Graphics
Study: Master in Computer Engineering (228)

Coordinating teacher: RECIO ISASI, GUSTAVO

Department assigned to the subject: Department of Computer Science and Engineering

Type: Compulsory
ECTS Credits: 3.0 ECTS


Competences and skills that will be acquired and learning results.
Competences and skills: 1. Ability to use and develop methodologies, methods, techniques, specific application programs, rules and standards for computer graphics. 2. Ability to design and compute systems, processes, and installations within the scope of Informatics. 3. Ability for continued self-learning Learning Outcomes: 1. To learn the basics of computer graphics and the basic algorithms used in generating computer graphics. 2. Being able to apply the methodologies, methods, and techniques of computer graphics. 3. To know the main rules and standards of computer graphics. 4. Being able to use programs for modeling and visualization of graphical objects. 5. Being able to design systems that make use of computer graphics.
Description of contents: programme
1. Basics of Computer Graphics. 2. Modeling and visualization of objects. - Curves and Surfaces 3. Fundamental Algorithms of Computer Graphics. Rendering - Ray tracing - Lighting and shading - Graphics pipeline 4. Foundations of Animation - Interpolation (Keyframing) - Kinematics (direct and inverse) - Interpolation of orientation: quaternions 5. Animation: dynamics - Particle systems - Rigid body 6. Behavioral animation: - Particle systems - Crowd animation
Learning activities and methodology
(AF1) Lectures: explanation of theory concepts, but also practical cases, in some cases with the use of computer graphics tolos. (AF4) (AF6) Assignments in computer rooms (individually or in groups) for using modelling and visualization tools in computer graphics (AF5) (AF7) Tutoring (individual / group) (AF8) Exam MD1 THEORY CLASS. Lectures with support of computer and audiovisual media, in which the main concepts of the subject are taught and the materials and bibliography are provided to complement the students' learning. MD2. PRACTICES. Resolution of practical cases. MD3. TUTORING. Individual or group.
Assessment System
  • % end-of-term-examination 30
  • % of continuous assessment (assigments, laboratory, practicals...) 70
Basic Bibliography
  • Dalai Felinto, Mike Pan. Game Development with Blender. Cengage Learning PTR; 1 edition. 2013
  • Daniel Thalmann, Soraia Raupp Musse. Crowd Simulation. Springer. 2012
  • John M. Blain. The Complete Guide to Blender Graphics: Computer Modeling and Animation. A K Peters/CRC Press; 1 edition. 2012
  • Rick Parent. Computer Animation: Algorithms and Techniques. 3 edition. The Morgan Kaufmann Series in Computer Graphics. 2012
  • Shirley. Fundamentals of Computer Graphics, Second Edition. AK Peters.
Additional Bibliography
  • Foley, J.D. Computer Graphics. Principles and Practice. Addison Wesley.
  • Hearn, D.. Gráficas por computadora. PrenticeHall.
  • Pimentel, K. Virtual Reality. Windcrest.
  • Rolf R. Hainich. The End of Hardware, 3rd Edition: Augmented Reality and Beyond. BookSurge Publishing.
  • Tomas Akenine-Moller. Real-Time Rendering. AK Peters. 2008
  • XIANG ZHI GANG. Schaums Outline of Computer Graphics. McGrawHill. 1991

The course syllabus and the academic weekly planning may change due academic events or other reasons.