Advanced Graphics & Animation

Advanced Graphics & Animation

Course Syllabus

  • Name of the Course: Advanced Graphics & Animation
  • LTP structure of the course: 2-1-1
  • Objective of the course: The course introduces techniques, algorithms and principles of interactive 3D computer graphics and animation. The course will include a significant practical element for skill extension through lab assignments and a programming project.
  • Outcome of the course: 
    Upon successful completion of this course, a student should be able to:

    • Identify and describe the fundamentals of 2D and 3D computer graphics,
    • Apply mathematics and physics in the design and development of graphics applications,
    • Describe the basic requirements for computer animation,
    • analyze requirements and constraints of 3D viewing, the 3D viewing pipeline, shading and illumination, design and develop interactive 3D programs using the OpenGL 3D graphics library (those who are already familiar with OpenGL, may use CUDA/ VTK for graphics programming)
    • use graphics programming skills and knowledge, including visual debugging, to develop medium-sized interactive 3D graphics & animation application (group assignments).
  • Course Plan:
ComponentUnitTopics for Coverage
Component 1Unit 1Overview, 2D and 3D transformations, Matrix representation of transformations, 2D viewing pipeline, 3D viewing pipeline, Introduction to OpenGL graphic programming,
Unit 2Object representation methods, Illumination and color models, Shading, Texture mapping, Graphics Acceleration algorithms such as Level-of-detail rendering, Image-based effects,
Component 2Unit 3Different generations of GPUs, Fixed & Programmable-function graphics pipeline, Graphics programming using CUDA, Principles of Animation, Traditional animation method, Key-frame animation, Morphing,
Unit 4Advanced topics in Animation such as Facial Animation, Modeling & Animating Human Figure, Physically-based Animation; 
Group assignments on implementation of a Graphics & Animation Application using open-source toolkits/ libraries such as OpenGL, WebGL, CUDA or packages such as Maya etc.
  • Text/ Reference Books: 

    • Rick Parent, “Computer Animation: Algorithms & Techniques”, Morgan Kaufmann Pub.
    • Tomas Akenine-Möller and Eric Haines Naty Hoffman, “Real-Time Rendering, 2nd Ed.”, A.K. Peters.
    • D. Hearn & M.P. Baker, “Computer Graphics with OpenGL”, 4th Ed., Pearson Education.
    • Francis S Hill Jr., Stephen M Kelley, “Computer Graphics Using OpenGL”, Prentice Hall of India.
    • NVidia CUDA Repository, URL: http://developer.nvidia.com/category/zone/cuda-zone.
  • References (papers from major conferences/journals):

    • SIGGRAPH
    • Symposium on Computer Animation (SCA)
    • Eurographics
    • ACM Trans on Graphics