Subject description - BE0M39PGR

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BE0M39PGR Computer Graphics
Roles:  Extent of teaching:2P+2C
Department:13139 Language of teaching:EN
Guarantors:Sloup J. Completion:Z,ZK
Lecturers:Sloup J. Credits:6
Tutors:Sloup J. Semester:Z


Graphical libraries are used for realistic rendering of 3D scenes. The main goal of this course is to introduce students to to the Application Programming Interface (API) for 3D graphics and learn them how to program a simple interactive OpenGL based 3D graphical applications. Naturally, the course describes the fundamentals of computer graphics such as rendering pipeline, geometric transformations, texturing, scene modeling, shading and illumination models, etc. Lectures also cover advanced modeling techniques (parametric curves and surfaces) and selected topics related to the scientific visualization. Practices are focused on the work on given tasks and individual projects that help students to get practical experience with the OpenGL graphics library.

Study targets:

You will know how to program a simple interactive 3D graphical application like a computer game or scientific visualization. You will learn how to design the scene, add textures imitating geometric details and materials (like wall surface, wood, sky), and set up the lighting. At the same time, you will understand the fundamental principles and terms used in computer graphics, such as graphical pipeline, geometric transformations, lighting model, etc. You will gain knowledge allowing orientation in the field of computer graphics, and representing solid fundamentals for your professional development, e.g. for GPU programming and animations.

Course outlines:

1. Graphical interfaces and standards. OpenGL Utility Toolkit, introduction to OpenGL.
2. OpenGL geometric primitives and their attributes, vertex arrays.
3. Mathematics for CG and geometric transformations in OpenGL.
4. Scene structure representation and display lists.
5. Light and color, illumination and shading models, light and materials in OpenGL.
6. Textures and texturing (texture mapping and filtering).
7. Input operations and their implementation in OpenGL.
8. OpenGL rendering pipeline, the frame buffer and fragment operations.
9. Miscellaneous techniques - quadrics, additional clipping planes, blending, antialiasing, fog, and raster graphics.
10. Advanced modeling techniques I (interpolating and approximating curves).
11. Advanced modeling techniques II (parametric surfaces, tesselations).
12. Geometric modeling
13. Scientific visualization

Exercises outline:

1. Introduction, specification of the individual student projects.
2. GLUT example programs. Projects theme assignment.
3. OpenGL geometric primitives - solution of given tasks.
4. OpenGL transformations - solution of given tasks.
5. Consultations, individual students work on projects - I.
6. Light and materials in OpenGL - solution of given tasks.
7. Scene graph and display lists - solution of given tasks.
8. Consultations, individual students work on projects - II.
9. Consultations, individual students work on projects - III. The first checkpoint of the individual student projects.
10. Textures in OpenGL - solution of given tasks.
11. Curves, surfaces and selection - solution of given tasks.
12. Consultations, submitting of individual student projects.
13. Final class - presentation of the individual student projects, assessment.


1. OpenGL Architecture Review Board, D. Shreiner, M. Woo, J. Neider: The OpenGL Programming Guide: The Official Guide to Learning OpenGL. Addison-Wesley Professional, 2007, ISBN 978-0321481009, 6th edition.
2. P. Shirley, S. Marschner: Fundamentals of Computer Graphics. A K Peters, 2009, ISBN 978-1568814698, 3rd edition.
3. J. McConnell: Computer Graphics: Theory Into Practice. Jones & Bartlett Publishers, 2005, ISBN 978-0763722500.


Programming in C/C++, linear algebra.


More detailed information about the course (including the requirements for receiving the credit and passing the exam) can be found on the course web page .


graphical library, geometric primitives, rendering pipeline, attributes, coordinate systems, transformations, camera movement, scene graph, display lists, lighting, shading, lights, materials, texture mapping, frame buffer, depth buffer, stencil buffer, fragments, raster data, blending, transparency, anti-aliasing, fog, interactive graphics, selection, feedback, tessellations, evaluators, parametric curves and surfaces, NURBS

Subject is included into these academic programs:

Program Branch Role Recommended semester

Page updated 18.4.2024 17:51:04, semester: L/2023-4, Z/2024-5, Z/2023-4, Send comments about the content to the Administrators of the Academic Programs Proposal and Realization: I. Halaška (K336), J. Novák (K336)