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This course provides an in-depth knowledge of advanced algorithms and techniques used in several areas of computer graphics. The course covers a wide range of topics that have found applications in real-time rendering, animation, and game engine development.
COSC422 builds on the material introduced in COSC363 (Computer Graphics), and aims to provide a good understanding of advanced concepts in computer graphics such as OpenGL-4 shader programming, mesh processing algorithms, vertex blending and skeletal animation, quaternion transformations, advanced illumination models, non-photorealistic rendering methods, and acceleration algorithms.
After successful completion of this course, students will be able to:Understand, implement and analyze real-time rendering algorithmsApply advanced illumination models to three dimensional scenesDesign and implement skeletal animation methods for character animationDesign animation sequences using quaternion transformationsDevelop shader programs for advanced graphics applicationsExplain the computational steps in the OpenGL-4 pipeline
1) COSC363 2) Subject to Approval of the Head of Department
Students must attend one activity from each section.
Reference Books -• A. Boreskov, E. Shikin, Computer Graphics: From Pixels to Programmable Hardware, CRC Press, 2014.• R. Mukundan, Advanced Methods in Computer Graphics, Springer, 2012.• Tom McReynolds, David Blythe, Advanced Graphics Programming Using OpenGL, Morgan Kaufmann Publ. 2005. • Dave Shriener, OpenGL Programming Guide (8th Ed.), Addison Wesley, 2013.
Course Information on Learn
The Computer Science department's grading policy states that in order to pass a course you must meet two requirements:1. You must achieve an average grade of at least 50% over all assessment items.2. You must achieve an average mark of at least 45% on invigilated assessment items.If you satisfy both these criteria, your grade will be determined by the following University- wide scale for converting marks to grades: an average mark of 50% is sufficient for a C- grade, an average mark of 55% earns a C grade, 60% earns a B- grade and so forth. However if you do not satisfy both the passing criteria you will be given either a D or E grade depending on marks. Marks are sometimes scaled to achieve consistency between courses from year to year.Students may apply for special consideration if their performance in an assessment is affected by extenuating circumstances beyond their control.Applications for special consideration should be submitted via the Examinations Office website within five days of the assessment. Where an extension may be granted for an assessment, this will be decided by direct application to the Department and an application to the Examinations Office may not be required. Special consideration is not available for items worth less than 10% of the course.Students prevented by extenuating circumstances from completing the course after the final date for withdrawing, may apply for special consideration for late discontinuation of the course. Applications must be submitted to the Examinations Office within five days of the end of the main examination period for the semester.
• Week 1: Introduction to OpenGL-4 shader stages • Week 2: Tessellation and Geometry shaders• Week 3: Shader Applications: Point Sprites, Terrain Rendering• Week 4: Non-Photorealistic Rendering• Week 5: Image Based Rendering• Week 6: Advanced Illumination Models• Week 7: Mesh Processing: Data structures• Week 8: Mesh Processing Algorithms: Subdivision, Smoothing, Morphing• Week 9: Quaternions, Spherical Interpolation• Week 10: Skeletal Animation: Vertex Skinning, Vertex Blending• Week 11: Forward and Inverse Kinematics• Week 12: Physics Based Models: Fluid Simulation
Domestic fee $1,002.00
International Postgraduate fees
* Fees include New Zealand GST and do not include any programme level discount or additional course related expenses.
For further information see
Computer Science and Software Engineering.