Objectives and Contextualisation
The techniques of Graphics for Computer and Visualization Graphics, especially those of realism (rendering) and animation by Computer (Computer Animation) are present in many fields, essentially in the entertainment (cinema, television, videojuegos, etc.) but also in others such as scientific visualization, visualization of medical images, cartography, industrial design (realization and simulation both static and dynamic products) and others.
The fact of seeing these computer-generated images usually does not have to remove or minimize the complexity in which they have been designed and generated. In many cases (essentially entertainment) there must be a graphic designer who designs the character, scriptwriters, but also a computer scientist who modifies the shape of the character and defines the dynamic equations of movements as well as generates them.
People refer to any Wire Fu-heavy fight sequence in a film as being in the style of The Matrix or Crouching Tiger, Hidden Dragon. They weren't the only ones, or the first ones, or even the best ones, fight-wise. The only operating system is Windows, or Mac OS X. Go a bit further and you'll find GNU, though people will call it 'Linux' and 'open. His death is a needle hidden in an egg, that's inside a duck, that's inside a hare, that's inside a chest, that hangs on a great oak, that grows on a distant island. To kill Koschey, a hero must break the egg and/or the needle. The Tlingit people of the Pacific Northwest have a monster with an Achilles Heel: Once there was a giant that ate people.
This subject intends to present the concepts related to the different processes and algorithms that must be used to obtain a realistic image. It is not intended that these algorithms be known to implement them (many of them are already implemented in graphic libraries), but to know the possibilities of each algorithm and the parameters that are used to configure them.
Basic and advanced concepts of computer animation are introduced, both trajectories (rotation and translation) and articulated objects in order to know how to define cinematic models and generate movements of these objects.
In a more appliedway, the student is required to acquire abilities in the OpenGL graphical library (Open Graphics Library) in a Visual C ++ graphical environment with MFC interface or Qt environment
KNOWLEDGE: At the end of thecourse the student must be able to:
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- Understand and know how to apply the main techniques to generate and visualize three-dimensional scenes in a computer.
- Understand volumetric models and fractal models to represent three-dimensional objects, which are quite used for the generation of realistic images.
- Understand both the basic concepts and the main algorithms of realism (rendering): hidden face removal algorithms, models and type of lighting of a scene, shading and transparency models as well as models to represent and visualize textures The textures allow to significantly increase the degree of realism of the scene.
- Understand and know how to apply the main kinematic models (that of rigid solids and those of articulated objects), which are widely used in computer animation techniques.
- Understand and know how to apply the OpenGL graphical library (Open Graphics Library), which is used in graphical visualization on both Windows, Linux and Mac OS platforms.
- Understand and know how to apply the programming of shaders (GLSL languages, HLSL) to make the most of the processing capacity of the GPU (Graphic Processing Unit) of the current graphics cards.
SKILLS: It is intended that students acquire the following abilities:
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- Have a degree of knowledge and practice in OpenGL for:
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- Be able to model an object from basic OpenGL primitives.
- Know how to model different sources of light and clearly define their parametersto visualize the scene that is desired.
- Assign texture to an object to give it a betterdegree of realism.
- Define the cinematic model of a moving object based on geometrical transformations (translation, rotation and scaling), be it of a rigid or articulated object. Know how to represent it, render it and move it to OpenGL.
COMPETENCES: It is intended that students acquire the following competencies:
- Teamwork
- Self-employment
- Capacity for analysis, synthesis and prospecting.
- Critical reasoning
- Ability to solve problems
Objectives and Contextualisation
The techniques of Graphics for Computer and Visualization Graphics, especially those of realism (rendering) and animation by Computer (Computer Animation) are present in many fields, essentially in the entertainment (cinema, television, videojuegos, etc.) but also in others such as scientific visualization, visualization of medical images, cartography, industrial design (realization and simulation both static and dynamic products) and others.
The fact of seeing these computer-generated images usually does not have to remove or minimize the complexity in which they have been designed and generated. In many cases (essentially entertainment) there must be a graphic designer who designs the character, scriptwriters, but also a computer scientist who modifies the shape of the character and defines the dynamic equations of movements as well as generates them.
This subject intends to present the concepts related to the different processes and algorithms that must be used to obtain a realistic image. It is not intended that these algorithms be known to implement them (many of them are already implemented in graphic libraries), but to know the possibilities of each algorithm and the parameters that are used to configure them.
Basic and advanced concepts of computer animation are introduced, both trajectories (rotation and translation) and articulated objects in order to know how to define cinematic models and generate movements of these objects.
In a more appliedway, the student is required to acquire abilities in the OpenGL graphical library (Open Graphics Library) in a Visual C ++ graphical environment with MFC interface or Qt environment
KNOWLEDGE: At the end of thecourse the student must be able to:
- Understand and know how to apply the main techniques to generate and visualize three-dimensional scenes in a computer.
- Understand volumetric models and fractal models to represent three-dimensional objects, which are quite used for the generation of realistic images.
- Understand both the basic concepts and the main algorithms of realism (rendering): hidden face removal algorithms, models and type of lighting of a scene, shading and transparency models as well as models to represent and visualize textures The textures allow to significantly increase the degree of realism of the scene.
- Understand and know how to apply the main kinematic models (that of rigid solids and those of articulated objects), which are widely used in computer animation techniques.
- Understand and know how to apply the OpenGL graphical library (Open Graphics Library), which is used in graphical visualization on both Windows, Linux and Mac OS platforms.
- Understand and know how to apply the programming of shaders (GLSL languages, HLSL) to make the most of the processing capacity of the GPU (Graphic Processing Unit) of the current graphics cards.
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SKILLS: It is intended that students acquire the following abilities:
- Have a degree of knowledge and practice in OpenGL for:
- Be able to model an object from basic OpenGL primitives.
- Know how to model different sources of light and clearly define their parametersto visualize the scene that is desired.
- Assign texture to an object to give it a betterdegree of realism.
- Define the cinematic model of a moving object based on geometrical transformations (translation, rotation and scaling), be it of a rigid or articulated object. Know how to represent it, render it and move it to OpenGL.
COMPETENCES: It is intended that students acquire the following competencies:
- Teamwork
- Self-employment
- Capacity for analysis, synthesis and prospecting.
- Critical reasoning
- Ability to solve problems