Course syllabus for Computer graphics

Course syllabus adopted 2023-02-02 by Head of Programme (or corresponding).

Overview

  • Swedish nameComputer graphics
  • CodeTDA362
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail

Course round 1

  • Teaching language English
  • Application code 23117
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0117 Examination 6 c
Grading: TH
6 c
  • 17 Jan 2025 am J
  • 16 Apr 2025 pm J
  • 26 Aug 2025 pm J
0217 Laboratory 1.5 c
Grading: UG
1.5 c

In programmes

Examiner

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Eligibility

General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Specific entry requirements

English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Course specific prerequisites

No strict requirements. However, the lectures and tutorials assume the student has 1) knowledge corresponding to a course in algorithms and data structures, 2) programming skills in an imperative high-level language (e.g., C, C++ or Java), and 3) some understanding of vector analysis in three dimensions (the dot product, cross product, and matrix multiplication). Typically, the student has successfully completed an education comparable with a bachelor degree within Computer Science or equivalent.

Aim

The course aims to provide broad knowledge about algorithms for three dimensional computer graphics and also gives the student experience in implementing basic 3D graphic techniques.

Learning outcomes (after completion of the course the student should be able to)

  • describe the fundamental algorithms and processes used to create computer graphics in 3D-games and movies.
  • utilize the functionality of dedicated hardware support for graphics through programming interfaces.
  • implement efficient algorithms to generate 2-dimensional images from 3-dimensional models.
  • implement algorithms to generate real-time renderings and photo realistic renderings.

Content

The course provides knowledge of the principles used to create images through computer algorithms. The primary focus is on real-time rendering and photo realistic rendering. The first part of the course covers real-time rendering, and techniques for e.g. illumination, special effects, shadows and reflections will be studied. Design of graphics hardware and speedup algorithms will also be treated. The second part focuses on generating photo-realistic images and includes studying of ray tracing and global illumination. In addition, the corresponding mathematics will be revealed.

Organisation

The course is organized into lectures and exercises. The exercises focus on implementing 3D graphics algorithms using C, C++ or possibly Java.

Literature

See separate literature list on the course home page.

Examination including compulsory elements

Written exam. Grading scale U, 3, 4, 5. Laborations. Grading scale: Pass (G), Fail (U).

The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.