Search result: Catalogue data in Autumn Semester 2023
Computer Science Master ![]() | ||||||||||||||||||||||||||||||||||||||||||||||||
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Number | Title | Type | ECTS | Hours | Lecturers | |||||||||||||||||||||||||||||||||||||||||||
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252-0546-00L | Physically-Based Simulation in Computer Graphics ![]() | W | 5 credits | 2V + 1U + 1A | S. Coros, B. Thomaszewski | |||||||||||||||||||||||||||||||||||||||||||
Abstract | This lecture provides an introduction to physically-based animation in computer graphics and gives an overview of fundamental methods and algorithms. The practical exercises include three assignments which are to be solved in small groups. In an addtional course project, topics from the lecture will be implemented into a 3D game or a comparable application. | |||||||||||||||||||||||||||||||||||||||||||||||
Learning objective | This lecture provides an introduction to physically-based animation in computer graphics and gives an overview of fundamental methods and algorithms. The practical exercises include three assignments which are to be solved in small groups. In an addtional course project, topics from the lecture will be implemented into a 3D game or a comparable application. | |||||||||||||||||||||||||||||||||||||||||||||||
Content | The lecture covers topics in physically-based modeling, such as particle systems, mass-spring models, finite difference and finite element methods. These approaches are used to represent and simulate deformable objects or fluids with applications in animated movies, 3D games and medical systems. Furthermore, the lecture covers topics such as rigid body dynamics, collision detection, and character animation. | |||||||||||||||||||||||||||||||||||||||||||||||
Prerequisites / Notice | Fundamentals of calculus and physics, basic concepts of algorithms and data structures, basic programming skills in C++. Knowledge on numerical mathematics as well as ordinary and partial differential equations is an asset, but not required. | |||||||||||||||||||||||||||||||||||||||||||||||
252-0543-01L | Computer Graphics ![]() | W | 8 credits | 3V + 2U + 2A | M. Gross, M. Papas | |||||||||||||||||||||||||||||||||||||||||||
Abstract | This course covers fundamental and advanced concepts of modern computer graphics. Students will learn the fundamentals of digital scene representations, advanced physically-based light transport algorithms for generating photorealistic images from these scene representations, and inverse rendering methods for recovering digital scene representations from captured images. | |||||||||||||||||||||||||||||||||||||||||||||||
Learning objective | At the end of the course, the students will be able to build a rendering system based on path-tracing algorithms. The students will learn the principles of physically-based rendering and computer graphics. In addition, the course is intended to stimulate the student's curiosity to explore the field of computer graphics in subsequent classes or on their own. | |||||||||||||||||||||||||||||||||||||||||||||||
Content | We will begin with an introduction to light emission and radiometric quantities, followed by an exploration of geometry representations and texture mapping. Next, we will mathematically formulate the physics of light transport and appearance modeling. Subsequently, we will introduce relevant concepts from Monte Carlo integration and develop path-tracing algorithms to solve these equations by simulating light transport for direct and global illumination due to hard surfaces and participating media, such as fog, smoke, and translucent objects. Moreover, we will present techniques for significantly improving path-tracing efficiency, including importance sampling, multiple importance sampling, stratified sampling, denoising, and acceleration data structures. The course lectures will conclude with an overview of image-based capture and rendering methods. Topics covered will include geometry reconstruction, material acquisition, differentiable rendering, and image-based rendering. | |||||||||||||||||||||||||||||||||||||||||||||||
Lecture notes | no | |||||||||||||||||||||||||||||||||||||||||||||||
Literature | Books: Physically Based Rendering: From Theory to Implementation High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting Multiple view geometry in Computer Vision | |||||||||||||||||||||||||||||||||||||||||||||||
Prerequisites / Notice | Prerequisites: Fundamentals of calculus and linear algebra, basic concepts of algorithms and data structures, programming skills in C++, and the Visual Computing course are recommended. The programming assignments will be in C++. This will not be taught in the class. | |||||||||||||||||||||||||||||||||||||||||||||||
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263-5905-00L | Mixed Reality ![]() | W | 5 credits | 3G + 1A | C. Holz, M. Pollefeys | |||||||||||||||||||||||||||||||||||||||||||
Abstract | The goal of this course is an introduction and hands-on experience on latest mixed reality technology at the cross-section of 3D computer graphics and vision, human machine interaction, as well as gaming technology. | |||||||||||||||||||||||||||||||||||||||||||||||
Learning objective | After attending this course, students will: 1. Understand the foundations of 3D graphics, Computer Vision, and Human-Machine Interaction 2. Have a clear understanding on how to build mixed reality apps 3. Have a good overview of state-of-the-art Mixed Reality 4. Be able to critically analyze and asses current research in this area. | |||||||||||||||||||||||||||||||||||||||||||||||
Content | The course introduces latest mixed reality technology and provides introductory elements for a number of related fields including: Introduction to Mixed Reality / Augmented Reality / Virtual Reality Introduction to 3D Computer Graphics, 3D Computer Vision. This will take place in the form of short lectures, followed by student presentations discussing the current state-of-the-art. The main focus of this course are student projects on mixed reality topics, where small groups of students will work on a particular project with the goal to design, develop and deploy a mixed reality application. The project topics are flexible and can reach from proof-of-concept vision/graphics/HMI research, to apps that support teaching with interactive augmented reality, or game development. The default platform will be Microsoft HoloLens in combination with C# and Unity3D - other platforms are also possible to use, such as tablets and phones. | |||||||||||||||||||||||||||||||||||||||||||||||
Prerequisites / Notice | Prerequisites include: - Good programming skills (C# / C++ / Java etc.) - Computer graphics/vision experience: Students should have taken, at a minimum, Visual Computing. Higher level courses are recommended, such as Introduction to Computer Graphics, 3D Vision, Computer Vision. |
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