Cb95052 Juegos de Computadora en 3D y Programación de Gráficas Computacionales en Tiempo Real I

Unidades: 3-0-8
Requisito: No tiene.
Semestre y carrera: 6 ISC, 7 LSCA, 7 ISE.
Equivalencia: No tiene.
Objetivo general: Adquirir el conocimiento de trabajo de gráficos 3D en computadora programando con OpenGL.

Temas y subtemas del curso:
1. Introduction What is CG and VR
1.1. CG1.
2. VR2. Mathematics basis, Transformations, Projections
2.1. Transformations
2.2. Projections
3. GLUT a tool for fast rendering
3.1. Libraries for programming
4. Computer game programming
4.1. Application programming
5. OpenGL Introduction
5.1. Basic terms
5.2. Terminology
5.3. Procedure calls
6. OpenGL elements
6.1. Shapes and elements
7. Polygons details
7.1. Polygon culling
8. Light sources and Local illumination models, shading
8.1. The Phong illumination model
8.2. Photorealistic images9. Blending and Bitmaps
9.1. Image editing
9.2. Warping
9.3. Reading and writing10. Textures
10.1. Basic techniques for texturizing
10.2. Advanced techniques for texturizing
11. Advanced topics
11.1. Bézier surfaces
11.2. Bézier curves
11.3. OpenGL evaluators
11.4. NURBS

Objetivos específicos de aprendizaje:
Unit 1. Explains basic term of computer graphics and virtual reality. Gives overview of graphics cards used in PCs.
Unit 2. Introduction to mathematics necessary to program OpenGL applications.
Unit 3. A library for programming cross-platform windowed applications with simple menus.
Unit 4. Real-time platform and CPU independent computer game and virtual reality application programming.
Unit 5. OpenGL structure and history. Basic terms, terminology, procedure calls, and relation to operating systems.
Unit 6. OpenGL shapes and elements. Polygons, triangles, lines, triangle and quadrilateral strips, loops, etc.
Unit 7. Polygon culling as an effective tool for increasing speed of OpenGL displaying.
Unit 8. The Phong illumination model and Gouraud shading. Making photorealistic images using OpenGL.
Unit 9. Working with images in OpenGL. Image editing, warping, reading and writing.
Unit 10. Using texture for increasing realism of a 3D scene.
Unit 11. Bézier surfaces and curves. OpenGL evaluators, Using NURBS surfaces and curves.

Metodología de enseñanza:
Los cursos se apoyan en exámenes y proyectos.

Políticas de evaluacion sugeridas:
3 examenes parciales
Un numero indefinido de pequeños proyectos
1 examen final
Qualification Partial:
· Projects per partial 40%
· The partial exam itself 60%

Libro de consulta:
Neider, J. and Davis, T. and Woo, M., OpenGL Programming Guide, Addison-Wesley Publishing Company, 1993
Eberly, D., 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics, Morgan Kaufmann Publishers, 2001
Watt,A.,Watt, M.; Advanced Animation and Rendering Techniques Theory and Practice, Addison-Wesley, Reading,1992

Perfil del Profesor: El perfil ideal para impartir un tópico debe de ser el de un profesionista con unPhD en Computer Graphics.


 

 

Fecha de última actualización: 29 de julio de 2003.(ML)