COMPUTER VISION & GRAPHICS - 2023/4
Module code: EEE2041
Module Overview
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 and builds up EEE1035 Programming in C. Mathematical methods used to represent cameras, scene geometry and lighting in both computer vision and graphics are covered. The course introduces 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. Some of the concepts developed in this module will be useful in other computer vision modules such as EEE3032 Computer Vision and Pattern Recognition.
Module provider
Computer Science and Electronic Eng
Module Leader
VOLINO Marco (CS & EE)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 5
Module cap (Maximum number of students): N/A
Overall student workload
Independent Learning Hours: 94
Lecture Hours: 5
Tutorial Hours: 11
Guided Learning: 10
Captured Content: 30
Module Availability
Semester 2
Prerequisites / Co-requisites
None.
Module content
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.
[3] 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.
[12] OpenGL 3D Geometry and Shape Primitives
[13-14] Viewing: orthographic and perspective projection; viewing volume; projective normalisation; homogeneous representation; viewing transforms.
[15] 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.
[18] OpenGLShading and Illumination Models.
[19-20] Rendering: 2D and 3D clipping; line drawing; scan conversion of polygons; hidden-surface removal; z-buffer.
[21] 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 pattern
Assessment type | Unit of assessment | Weighting |
---|---|---|
Coursework | COMPUTER GRAPHICS ASSIGNMENT | 30 |
Examination Online | ONLINE (OPEN BOOK) EXAM WITHIN 4HR WINDOW | 70 |
Alternative Assessment
N/A
Assessment Strategy
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.
The 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.
Computer graphics assignment to implement an interactive computer graphics application assessed through in class demonstration and report [50 hours total]
The 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
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.
Module aims
- Introduce the concepts of two and three-dimensional computer vision and graphics.
- Develop practical skills of implementing 3D graphics applications
- The module also aims to provide opportunities for students to learn about the Surrey Pillars listed below.
Learning outcomes
Attributes Developed | Ref | ||
---|---|---|---|
001 | Explain the process of digital image formation in real and computer generated images | K | C1 |
002 | Perform the mathematical operations required to render images from graphical models including camera projection, lighting and shading calculation. | KC | C2 |
003 | Apply geometric transformations to represent and animate objects. | KCT | C3 |
004 | Explain the real-time processing pipeline used in interactive computer graphics applications | K | C5 |
005 | Implement interactive computer graphics applications for 3D shape modelling, animation and rendering using the OpenGL graphics application interface with the C programming language. | KC | C6 |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
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
- Exercises sheets to practice mathematical methods presented in lectures
- Problem classes in lectures to review solutions to exercise sheets
- 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.
Reading list
https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: EEE2041
Other information
The School of Computer Science and Electronic Engineering is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module is designed to allow students to develop knowledge, skills, and capabilities in the following areas:
Employability: this module allows students to obtain deep understanding of computer vision and graphics fundamentals that will enable graduates to work in diverse industrial sectors involving film industries, AR/VR development capabilities and digital content generation. Laboratory sessions guide students through the implementation of an interactive computer graphics application, allowing to obtain practical skills that will enable graduates to meet the technical requirements of the prospective employees and build a portfolio.
Digital Capabilities: This module is directly targeting improving students’ digital capabilities. In particular, it provides students with an experience of working with images, 3D shapes, and provides an experience of implementing interactive computer graphics application using OpenGL and C programming language. This knowledge and skill are applicable across a range of hardware devices and platform e.g. desktop, mobile, web.
Programmes this module appears in
Programme | Semester | Classification | Qualifying conditions |
---|---|---|---|
Computer and Internet Engineering MEng | 2 | Compulsory | 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 |
Electronic Engineering BEng (Hons) | 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 |
Electronic Engineering with Computer Systems MEng | 2 | Optional | A weighted aggregate mark of 40% is required to pass the module |
Electronic Engineering with Computer Systems BEng (Hons) | 2 | Optional | 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 2023/4 academic year.