Computer Graphics  
General Course Information  
Edirlei Soares de Lima  
Computer Graphics  
Professor: Edirlei Soares de Lima  
B.Sc. in Computer Science UnC  
M.Sc. in Computer Science UFSM  
Ph.D. in Computer Science PUC-Rio  
Teaching Experience: PUC-Rio, UNIRIO, UERJ, IADE-UE  
Game Development Experience:  
Game Engines: RPG Builder, 3D Game Builder;  
Research Projects: most are related with Logtell (;  
Games: Krimson (Best Game Award at SBGames 2010 Indie Game Development  
Festival), and several other prototype games.  
More Information:  
What is Computer Graphics?  
The term computer graphics describes  
any use of computers to create and  
manipulate images [Marschner, S., et  
al., 2015].  
Computer graphics is the science and  
art of communicating visually via a  
computer’s display and its interaction  
devices [Hughes, J. F., et al., 2013].  
What is Computer Graphics?  
Computer graphics is a cross-disciplinary field:  
Physics (e.g.: model light behavior);  
Mathematics (e.g.: describe shapes);  
Human Perception (e.g.: only render things that will be  
Human-Computer Interaction (e.g.: interaction devices);  
Engineering (e.g.: optimize allocation of memory, and  
processor time);  
Graphic Design and Art (e.g.: make the computer-to-  
human communication more effective);  
What is Computer Graphics?  
Geometric Modeling  
Rendering and  
Computer Vision  
Image Processing  
Example of 3D data (.obj file format):  
v -0.402936 -0.094247 0.152067  
v -0.145051 -0.129821 0.323038 vertices  
v 0.156651 -0.106614 0.313985  
vt 0.321778 0.604842  
vt 0.305640 0.547919  
vt 0.317529 0.539270  
texture mapping  
vn -0.7273 0.6863 0.0002  
vn -0.8335 0.5525 -0.0009  
vn -0.7615 0.4492 0.4671  
vertex normals  
f 217/1/1 397/2/2 178/3/3 58/4/4  
f 11/5/5 169/6/6 184/7/7 62/8/8  
f 165/9/9 10/10/10 59/11/11 180/12/12  
faces (vertex index/texture index/  
normal index)  
What is the Importance of Computer  
Graphics in Games?  
Computer Graphics  
Games Development: learn common and fundamental  
computer graphics concepts and techniques.  
Module Content:  
. Concepts of computer graphics;  
. Graphics hardware and pipeline;  
. 2D and 3D transformations;  
. Projections and 3D visualization;  
. Shaders;  
8. Shadowing;  
9. Textures and materials;  
10. Particle systems;  
11. Procedural geometry;  
. Direct illumination;  
. Real time and pre-calculated  
global illumination;  
Active and experiential learning:  
Theoretical concepts;  
Practical examples;  
Implementation assignments;  
Game framework: Unity 2021.2.x  
Semester’s PBL team project:  
Implementation of the game graphics using the concepts and  
techniques learned during the course.  
Continuous Assessment:  
[70%] Intermediate assessment:  
[60%] Individual exercises on the concepts learned;  
[40%] 1st and 2nd intermediate deliveries of the semester’s PBL team  
[30%] End of term assessment:  
[100%] Final delivery of the team project (within the semester’s PBL team  
project) with individual discussion and report.  
Final Assessment:  
[100%] Practical exam on the concepts learned.  
Project Deliveries:  
1st delivery: identification of the computer graphics necessities:  
Definition of the visual aspects;  
What is required: lighting? shadows? basic shaders? new shaders? visual effects?  
particle systems? procedural geometry?  
2nd delivery: updated computer graphics necessities;  
3rd delivery: full implementation of the computer graphics elements:  
Lighting, shadows, basic shaders, new shaders, visual effects, particle systems,  
procedural geometry, …  
At least one shader must be manually coded by the students;  
Overall implementation and integration of the computer graphics elements;  
Individual report about the computer graphics elements used in the project.  
Hughes, J. F., et al. (2013). Computer Graphics:  
Principles and Practice (3rd ed.). Upper Saddle  
River, NJ: Addison-Wesley Professional. ISBN: 978-0-  
Marschner, S., et al. (2015). Fundamentals of  
Computer Graphics (4th ed.). A K Peters/CRC Press.  
ISBN: 978-1482229394.  
Hocking, J. (2015). Unity in Action: Multiplatform  
Game Development in C# with Unity 5. Shelter  
Island, NY: Manning Publications. ISBN: 978-1-  
Computer Graphics  
Canvas: Computer Graphics  
Course webpage: