Computer graphics/2014-2015/Agenda Laboratoare

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Linkuri Rapide: Prima Pagină; Laboratoare agenda, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, JOGL template.


Laboratorul 1[edit]

  • SUMAR AGENDA
  • CRITERII DE EVALUARE
  • UNELTE, FRAMEWORK-URI, LIBRARII
    • Eclipse
    • JOGL
  • INTRODUCERE IN GRAFICA SI INTERFETE
    • Grafica
    • Grafica 2D / 3D
    • Imagini DIgitale
      • Defeinitie
      • Resolutie
      • Culoare Adancime/Spatiu
      • Tipuri de fisiere
    • Graphics Processing Unit (GPU)
  • TEHNOLOGII
    • OpenGL
    • DirectX
    • Java 2D / Java 3D
    • JOGL -- Java OpenGL (acesta va fi folosit)
    • XNA
    • X3D (VRML)

Laboratorul 2[edit]

  • (J)OGL BASICS
    • Ce este JOGL?
    • Comparare fata de OpenGL
    • OpenGL ca si masina cu stari finite
    • Nomenclatura
    • Prima scena folosind JOGL utilizand AWT
      • Instalarea librariilor JOGL
      • Setup-ul unei aplicatii AWT
      • Initializarea JOGL
      • Callback functions (methode)
      • Desenarea
        • Animatie
    • JOGL Application Template
  • Aplicatii 2D (PARTEA 1)
    • Sisteme de Coordonate (JOGL vs. AWT)
    • Spatiul de coordonate
    • Proiectii (orthogonal, perspective), View-port si View Volume
    • Vertices vs. Points. vs. Pixels
    • Liste de puncte (lines, line strip, line loop)
    • Scimbarea propietatilor punctelor (marime) si a liniilor (latime, stipple)
    • Colorarea

Laboratorul 3[edit]

  • Aplicatii 2D (PARTEA 1)
    • Antialising
    • Polygons
      • Validity
      • What are they made of?
      • Dimensionality
      • Polygon Primitives
        • Triangles (normal, fan, list)
        • Quads (normal, strip)
        • Rectangles
      • Polygon filling and orientation
      • Polygon stipple
      • Polygon normals
    • Using Display Lists

Laboratory 4[edit]

  • 2D GRAPHICS BASICS (PART 3):
    • Textures
    • 2D and 3D textures
      • Texture Files (.PNG, .TGA, .JPG, .BMP)
      • Reading a texture file and applying the texture on an object
      • MipMapping
      • Replacing parts of a texture with another
      • Texture transparency and blending

Laboratory 5[edit]

  • 2D GRAPHICS BASICS (PART 6):
    • Placing text in the scene
  • 2D APPLICATION
    • Simple StarChart
  • PUBLISHING YOUR JOGL APPLICATION
    • Java Web Start
    • JNLP

Laboratory 6[edit]

  • 3D GRAPHICS BASICS:
    • Perspective Projection, Depth and Shading, Looking at the scene from an arbitrary point
    • Drawing simple objects (sphere, torus)
      • Sphere mapping
    • Lighting and Materials
      • Lighting types (ambient, diffuse, specular, emitted)
      • Materials
      • Using materials combined with lighting

Laboratory 7[edit]

  • USER CONTROL:
    • Keyboard and mouse control
  • MORE ON MODELVIEW MANAGEMENT:
    • Model
      • Transformations
        • Rotation
        • Translation
        • Scaling
    • Viewing
      • Camera control

Laboratory 8[edit]

  • MORE ON STATE VARIABLES AND BUFFERS:
    • State variables: querying their values
    • Buffers: Color buffer, Stencil buffer, Accumulation buffer, Depth buffer
  • OBJECT PICKING

Laboratory 9[edit]

  • USING COMPLEX OBJECTS:
    • File formats (.3DS, .OBJ)
    • Loading complex objects in the scene
  • 3D GRAPHICS COMPLEX ISSUES (PART 1):
    • Billboards

Laboratory 10[edit]

  • 3D GRAPHICS COMPLEX ISSUES (PART 2):
    • World box
    • Handling object collisions

Laboratory 11[edit]

  • 3D GRAPHICS COMPLEX ISSUES (PART 3):
    • Creating a simple particle engine

Laboratory 12[edit]

  • 3D APPLICATION:
    • Simple Space Simulator

Laboratory 13[edit]

  • 3D APPLICATION
    • Simple scene

Laboratory 14[edit]

  • DirectX API overview
    • Drawing a basic scene using Managed DirectX and C#