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Credits | Dept. | Type | Requirements |
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7.5 (6.0 ECTS) | CS |
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VIG
- Prerequisite for DIE , DCSYS , DCSFW |
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This subject aims primarily to introduce students to the fundamentals of modelling objects and scenes. Particular attention is paid to triangular meshes, as they are the most commonly used tool in interactive graphics systems. Complementary goals are that students understand the applications and principles behind virtual reality and computer animation.
Estimated time (hours):
T | P | L | Alt | Ext. L | Stu | A. time |
Theory | Problems | Laboratory | Other activities | External Laboratory | Study | Additional time |
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T | P | L | Alt | Ext. L | Stu | A. time | Total | ||
---|---|---|---|---|---|---|---|---|---|---|
8,0 | 0 | 4,0 | 0 | 9,0 | 6,0 | 0 | 27,0 | |||
Propietats dels sòlids rígids. Esquema de representació per fronteres: exemples d'estructuració, algoritmes per a la creació per escombrat, per a la interrogació i per a realització d¿operacions booleanes. Altres esquemes: CSG, descomposició espaial, octrees.
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T | P | L | Alt | Ext. L | Stu | A. time | Total | ||
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15,0 | 0 | 10,0 | 0 | 6,0 | 9,0 | 0 | 40,0 | |||
Characteristics of triangle meshes. Creation techniques. Coding triangle meshes. Introduction to the simplification, edition, and softening of triangle meshes. Algorithms for coverting polyhedron into triangular meshes.
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T | P | L | Alt | Ext. L | Stu | A. time | Total | ||
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6,0 | 0 | 2,0 | 0 | 9,0 | 9,0 | 0 | 26,0 | |||
The architecture of a VR system. Applications. Specific peripherals and immersive projection. Stereoscopic vision. Peripherals for interaction. Interaction techniques. Introduction to visualisation acceleration techniques: levels of detail, visibility. Structuring scenes and calculating collisions.
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T | P | L | Alt | Ext. L | Stu | A. time | Total | ||
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6,0 | 0 | 8,0 | 0 | 6,0 | 9,0 | 0 | 29,0 | |||
Concept of computer animation. Applications. Classification of current techniques. Algorithms for animating rigid solids. Algorithms for morphing images. Introduction to deformable models.
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T | P | L | Alt | Ext. L | Stu | A. time | Total | ||
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3,0 | 0 | 0 | 0 | 0 | 3,0 | 0 | 6,0 | |||
Application structure. Interaction requirements and scene structuring.
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Total per kind | T | P | L | Alt | Ext. L | Stu | A. time | Total |
42,0 | 0 | 26,0 | 0 | 34,0 | 39,0 | 0 | 141,0 | |
Avaluation additional hours | 7,0 | |||||||
Total work hours for student | 148,0 |
The teaching methodology will be based based on weekly theory classes (3 hours) and lab classes (2 hours). Course concepts will be introduced in the theory classes. Exercises will be used to consolidate these concepts, which will be further developed in the lab sessions.
The lab sessions basically involve the teacher presenting the guidelines for the practical work (split by sessions) and the concepts bearing on the software to be used. Students will complete the design and programming of the various applications bearing on the course contents. For this purpose, students will be provided with partially-programmed skeleton applications. The guidelines will be published beforehand. The exercises will be carried out by pairs of students.
* A partial exam (Nota_parcial) with short questions and/or exercises, to be held during class hours.
* A final exam (Nota_examen) with short questions and/or exercises, to be held on the date indicated by FIB
A grade will also be awarded for practical work (Nota_pract). The grade will be based on continuous assessment of the course"s practical assignments. Submissions will be made through the course Web site. Students failing to submit an exercise will be awarded a nil grade for the work in question.
The course grade is based on the foregoing grades, according to the following formula:
Grade = 0,4 * Nota_examen + 0,3 *Nota_parcial + 0,3*Nota_pract
Compulsory course: Graphic Viewing and Interaction.
Students are recommended to take the optional GEOC to complement this one.