# Fundamentals of Computer Graphics and Image Processing 1-AIN-301

## Contents

- Lecture
- Wednesday 9:50, M-I
- Excercises
- Monday 18:10, F1-248

### Grading

You can get 100 points (p) during semester, where 1pt = 1% of final grade

- Final writen exam: 50p
- Excercises: 50p
*(with minimum of 30p)*- 4 home assignments: 4x10p (2 from CG part and 2 from IP)
- Attendance: 10x1p

### Materials

- Žára a kol. Moderní počítačová grafika
- Ružický, Ferko: Počítačová grafika a spracovanie obrazu
- Šikudová a kol. Počítačové videnie: Detekcia a rozpoznávanie objektov

## Excercises CG

### Slides

### Project

Choose programming language of your liking (suggested Python/Java/Javascript)

Finished project send to *adam.riecicky@fmph.uniba.sk*

#### Stage 1 (13p)

*Deadline 9.12.2018 23:59*

Create a simple visualization and transformation tool for meshes, stored in obj. file format.

- Structures
- implement math types Mat4 and Vec4. Add functions Multiply(Mat4, Mat4) and Multiply(Vec4, Mat4).
- implement IndexedFace which contains
*array of Vec4 vertex positions*and*array of Int indices* - Mesh import and display
- load mesh from Wavefront file (.obj). [Download test models here]. Assume that all imported models are scaled to box (2x2).
- display wireframe model in the center of a screen so that Y-axis of model directs upwards and X-axis directs right. (Z is ignored)
- Transformations - must be implemented using matrix multiplication!
- Add buttons which can control transformations of the model. Each time user requests transformation by clicking a button, a model matrix should be constructed. (Optionally added to the previous transformation)
- Motel matrix can be reset to identity using a button
- Construct projection matrix which performs primitive orthogonal projection and transforms the object into the viewport
- Always store the original model. Do model transformation and projection for each point only before rendering

- Examples of the functional program
- screen 1 = Import only
- screen 2 = Import only
- screen 3 = Imported, translated by -0.6 in X-axis, rotated by 0.6 rad around Y-axis, rotated by 0.4 rad around Z-axis and scaled by factor 1.1, in order

#### Stage 2 (7p)

*Deadline 6.1.2018 23:59*

Enhance existing visualization tool by implementing Blinn-Phong Lightning Model

- Mesh display
- Implement back-face culling. Faces on the far side of mesh should not be rendered
- Display solid model - each face is a drawn as a polygon filled with color (no edges)
- Final face color should be calculated as multiples of base color and intensity calculated by Blinn-Phong
- Controls
- Add an interface to control a direction of incoming light