Raster graphic. 3D objects and 3D scenes, transformations. Visibility, local illumination
methods, shading and shadows. Radiometry, global illumination methods, texturing.
Raster graphics. Line drawing algorithms: DDA, Bresenham Algorithm. Filling algorithms: Polygon filling, Raster seed-based algorithms. Clipping lines and polygons.
3D object representations: boundary and volumetric representations, mesh representation (geometrical and topological data and their efficient encoding), representing a 3D scene using scene graph.
Transformations: representing transformations (matrices, quaternions), composing transformations, applying transformations, associated computational costs.
Visibility algorithms: z-buffer algorithm (principle, properties, issues), painter’s algorithm, BSP tree ordering, ray casting and its comparison to z-buffer.
Illumination methods: radiometry (radiometric quantities, their units and relations), reflectance equation, BRDF, BRDF models (Phong, Cook Torrance), rendering equation, Whitted ray tracing, path tracing, radiosity.
Shadow computation algorithms: ray cast shadows, the shadow map algorithm.
Texturing: principles of texture mapping, uv maps, texture types (material textures, bump maps, normal maps, alpha masks), MIP mapping.