Welcome for computer graphics.
And let me start with a short hint
about a program that might be interesting for you,
because you are bachelor students, typically
in a semester, for which this might be interesting.
So we have funding.
We means the computer science department
have funding for sending students to Brazil.
So if you think that might be interesting to go there
this year, then this might be an option.
So one important thing this day will end before the World Cup.
So you might prolong then and try
to stay there for the World Cup.
But otherwise, in fact, even the dates for the lectures
have been moved four weeks in advance to have no overlap,
to avoid overlap, probably because they
need rooms for other things.
But nevertheless, so we are able to send
three students between February and June this year
or next year to Brazil.
And students get funding, so accommodation and flight
and health insurance and so on can be covered.
And it's for computer science or medical science students
in the bachelor or master level.
And you need some, at least a grade of 2.5 and at least 90
ECTS points.
And yeah, you don't need to have skills in Portuguese or so.
But if you do, then this would be an advantage, of course.
OK, so that's just a brief remark.
If you're interested in that, just contact me
and I can tell you where you can apply
or whatever other information and so on is needed.
OK.
OK.
Mm-hm.
Mm-hm.
Mm-hm.
This is the one.
Well, OK.
So yeah.
Good.
So what are we speaking about right now?
So we are still in the chapter of ray tracing.
And we started last week by speaking about intersection
tests between rays and objects.
And objects, so we started with looking at simple primitives.
I told you about intersecting a ray with a plane,
with a sphere, and with a box.
And that's what we all did last time.
But yeah, now the probably most important primitive
Presenters
Zugänglich über
Offener Zugang
Dauer
01:26:39 Min
Aufnahmedatum
2014-01-14
Hochgeladen am
2019-04-06 16:49:03
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics