الخطوط العريضة للقسم

      • Module instructor : Abd El Mouméne Zerari

        Contacts : a.zerari@univ-biskra.dz

        Coefficient : 02

        Credits05

        Total hours: 14 weeks

        Required workload per week: (3 hours per week (1.5 hours of lectures and 1.5 hours of practical work))
         


        Assessment method: Final exam: 50% + 50% Practical work

        Availability:

        At the LESIA laboratory: Sunday, Monday, Tuesday, Wednesday and Thursday from 9:00 am to 11:00 am
         
      • This course provides a general introduction to the field of computer graphics, both chronological and didactic, and will allow students to learn the hardware and software foundations of image synthesis, animation, and virtual reality.

      • Students are expected to have the following background before taking this module:

        • Basic programming skills (C/C++ or Python recommended)

        • Foundations in linear algebra (vectors, matrices, dot/cross product)

        • Knowledge of analytic geometry (points, lines, planes in 2D/3D)

        • Fundamentals of calculus (derivatives and integrals)

        • Introduction

          • Overview of Computer Graphics

          • Image Synthesis

          • Image Processing and Computer Vision

        • Modeling

          • Principles of Image Generation

          • Mathematical and Geometrical Models

          • Surface Models

          • Volumetric Models

          • Natural Object Modeling

          • Image-based and Point-based Models

          • Geometric Transformations

          • Z-Buffer Visualization

        • Realistic Rendering

          • Local Illumination Models

          • Ray Tracing Algorithm

          • Acceleration Techniques

          • Global Illumination

            • Light Simulation, Shadows and Transparency

            • Radiosity Technique

            • Stochastic Methods

            • Rendering Equation

  • Chapter objective
     

    This course on the Fundamentals of Computer Graphics is designed to introduce students to the fundamental principles behind the creation and manipulation of digital images, animations, and 2D and 3D graphics. Students will have the opportunity to explore key computer graphics concepts, gain practical skills in graphics programming, and understand the applications of computer graphics in various fields such as video games, virtual reality, computer-aided design, and more.

  • Chapter objective:
     
    This chapter introduces the fundamental principles of modeling and image generation in computer graphics. It presents the different types of models used to represent objects, including mathematical, geometric, surface, volumetric, image-based, and point-based models, as well as the modeling of natural objects. The chapter also covers geometric transformations used to manipulate objects in space and visualization techniques such as the Z-Buffer, which are applied to determine visibility and render 3D scenes.
  • Chapter Objective

    This chapter aims to explain the principles and techniques used to produce realistic synthetic images by accurately simulating the behavior of light within a virtual scene.
    Students will explore local illumination models, which calculate direct lighting on objects, as well as global illumination models that account for complex light interactions between surfaces, such as reflection, transparency, and shadows.
    The chapter also covers the ray tracing algorithm and its acceleration methods, along with advanced approaches like radiosity, stochastic methods, and the rendering equation, which together enable realistic and physically consistent lighting in 3D scenes.

  • 1. Richard Szeliski, Computer Vision: Algorithms and Applications, Springer Science & Business Media. (ISBN 978-1-84882-935-0).

    2. Steger, Carsten; Markus Ulrich; Christian Wiedemann (2018). Machine Vision Algorithms and Applications(2nd ed.). Weinheim: Wiley-VCH. p. 1. (ISBN 978-3-527-41365-2). Retrieved 2018-01-30.

    3. AUMONT Jacques, « Chapitre 1. La perception de l’image », dans : ,L'image. Peinture, photographie, cinéma : des origines au numérique, sous la direction de AUMONT Jacques. Paris, Armand Colin, « Hors collection », 2020,

    4. David G. Stork, « Computer Vision and Computer Graphics Analysis of Paintings and Drawings: An Introduction to the Literature », dansComputer Analysis of Images and Patterns, Springer Berlin
    Heidelberg, 2009.

    5. Jay D. Aronson, « Computer Vision and Machine Learning for Human Rights Video Analysis: Case Studies, Possibilities, Concerns, and Limitations », Law & Social Inquiry, vol. 43, no 04, 2018, p. 1188–1209. 

    6. Rafael C. Gonzalez, Richard E. Woods, Digital Image Processing, Pearson Prentice Hall, 2008