COMPUTER VISION & GRAPHICS - 2022/3
Module code: EEE2041
In light of the Covid-19 pandemic, and in a departure from previous academic years and previously published information, the University has had to change the delivery (and in some cases the content) of its programmes, together with certain University services and facilities for the academic year 2020/21.
These changes include the implementation of a hybrid teaching approach during 2020/21. Detailed information on all changes is available at: https://www.surrey.ac.uk/coronavirus/course-changes. This webpage sets out information relating to general University changes, and will also direct you to consider additional specific information relating to your chosen programme.
Prior to registering online, you must read this general information and all relevant additional programme specific information. By completing online registration, you acknowledge that you have read such content, and accept all such changes.
Expected prior learning: Learning equivalent to Year 1, and Year 2 Semester 1, of EE Programmes.
Module purpose: This module provides an introduction to the process of digital image formation in real and computer generated imagery. Mathematical methods used to represent cameras, scene geometry and lighting in both computer vision and graphics are covered. The course provides an introduction to both the theoretical concepts and practical implementation of three-dimensional computer graphics used in visual effects, games and scientific visualisation. Practical implementation of computer graphics will be introduced using the OpenGL libraries which are widely used in industry.
Electrical and Electronic Engineering
HILTON Adrian (Elec Elec En)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 5
JACs code: I440
Module cap (Maximum number of students): N/A
Prerequisites / Co-requisites
Indicative content includes the following:
[1-2] Image Formation: Introduction to vision and graphics; physics of image formation; human visual system; visual perception; pin-hole cameras; real cameras; graphics pipeline; real- time and offline rendering.
 Introduction to OpenGL graphics.
[4-5] Geometric Camera Models: pin-hole camera; real cameras Homogeneous coordinates; rigid transforms; perspective transforms; intrinsic and extrinsic parameters; camera calibration; stereo.
[6-7] OpenGL Camera Models.
[8-11] Geometric object representation: vector, affine and Euclidean spaces; Matrix operations; coordinate transforms; points, lines and polygons; meshes; rigid object transformations; homogeneous transforms.
 OpenGL 3D Geometry and Shape Primitives
[13-14] Viewing: orthographic and perspective projection; viewing volume; projective normalisation; homogeneous representation; viewing transforms.
 OpenGL 3D Viewing and View Transforms.
[16-17] Illumination and Reflectance: colour; physical reflectance models; light-sources; normals; Phong reflection model; shading flat, Goraud and Phong; bump, normal and texture maps.
 OpenGLShading and Illumination Models.
[19-20] Rendering: 2D and 3D clipping; line drawing; scan conversion of polygons; hidden-surface removal; z-buffer.
 OpenGL Rendering, Special Effects and Texture Mapping.
[22-23] Animation: hierarchical structures; forward and inverse kinematics; surface deformation algorithms.
[24-25] OpenGL Assignment.
[26-27] Higher order curves and surfaces: interpolating; Hermite; B-spline; NURBS.
[28-30] OpenGL Assignment.
|Assessment type||Unit of assessment||Weighting|
|Practical based assessment||PRACTICAL ASSIGNMENT||30|
|Examination||2 HOUR CLOSED BOOK EXAMINATION||70|
Not applicable: students failing a unit of assessment resit the assessment in its original format.
The assessment strategy for this module is designed to provide students with the opportunity to demonstrate the ability to apply mathematical methods used computer graphics and demonstrate the ability to implement interactive computer graphics applications using OpenGL.
Closed book examination is used to assess the ability to explain and apply mathematical methods in computer graphics. Practical assignment evaluated through interactive demonstration and written report is used to assess ability to implement computer graphics applications using OpenGL.
Thus, the summative assessment for this module consists of the following.
· Closed-book written examination assessing understanding of mathematical foundations of computer graphics, use of mathematical methods in solving computer graphics problems and practical implementation of computer graphics in OpenGL [2hours]
· Computer graphics assignment to implement an interactive computer graphics application assessed through in class demonstration and report [50 hours total]
These deadlines are indicative. For confirmation of exact date and time, please check the Departmental assessment calendar issued to you.
Formative assessment and feedback
For the module, students will receive formative assessment/feedback in the following ways.
· Exercise sheets to practice problem solving using mathematical methods presented in lectures. Self-assessment solutions and problem classes are provided for summative assessment.
· Computer graphics practical exercises for guided implemented of interactive computer graphics applications using OpenGL. Practical exercises provide immediate visual feedback on successful implementation.
· Feedback on practical exercises from laboratory supervisors on progress and implementation.
· Self-assessment of progress on assignment against required functionality.
· Feedback on assignment demonstration and final report.
- provide an introduction to the concepts of two and three-dimensional computer vision and graphics.
|1||Explain the process of digital image formation in real and computer generated images||K|
|2||Perform the mathematical operations required to render images from graphical models including camera projection, lighting and shading calculation.||KC|
|3||Apply geometric transformations to represent and animate objects.||KCP|
|4||Explain the real-time processing pipeline used in interactive computer graphics applications||K|
|5||Implement interactive computer graphics applications for 3D shape modelling, animation and rendering using the OpenGL graphics application interface with the C programming language .||KCPT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Overall student workload
Independent Study Hours: 117
Lecture Hours: 22
Laboratory Hours: 22
Methods of Teaching / Learning
The module learning and teaching strategy is designed to provide a mathematical foundations of computer graphics together with knowledge of the practical implementation in OpenGL through lecture material reinforced with a structured programme of exercises, laboratory classes and an individual interactive graphics assignment.
Learning and teaching methods include the following:
- Lectures covering both mathematical foundations and practical implementation (2 hours per week for 11 weeks).
- Exercises sheets to practice mathematical methods presented in lectures (6 sheets x 3hours per sheet).
- Problem classes in lectures to review solutions to exercise sheets (0.5 hours per week for 6 weeks).
- Computer graphics practical exercises using OpenGL (5 weeks x 1 hour per week supervised laboratory).
- Computer graphics assignment (6 weeks x 1 hour per week supervised laboratory).
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Upon accessing the reading list, please search for the module using the module code: EEE2041
Programmes this module appears in
|Electronic Engineering with Computer Systems BEng (Hons)||2||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Electronic Engineering BEng (Hons)||2||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Computer and Internet Engineering MEng||2||Compulsory||A weighted aggregate mark of 40% is required to pass the module|
|Electronic Engineering with Computer Systems MEng||2||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Electronic Engineering MEng||2||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Computer and Internet Engineering BEng (Hons)||2||Compulsory||A weighted aggregate mark of 40% is required to pass the module|
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2022/3 academic year.