Computer Graphics  
General Course Information  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
Computer Graphics  
Professor: Edirlei Soares de Lima  
Education:  
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, UE-IADE  
Game Experience:  
Game Engines: RPG Builder, 3D Game Builder (http://www.3dgamebuilder.com.br/);  
Research Projects: Logtell (http://www.icad.puc-rio.br/~logtell/);  
Games: Krimson (Best Game Award at SBGames 2010 Indie Game Development  
Festival), and several other prototype games.  
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  
noticed);  
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 the Importance of Computer  
Graphics in Games?  
Computer Graphics  
Games & Apps Development Computer Graphics: learn  
common and fundamental computer graphics concepts and  
techniques.  
Module Content:  
1
2
3
4
5
6
7
. Concepts of computer graphics;  
. Graphics hardware and pipeline;  
. 2D and 3D transformations;  
. Projections and 3D visualization;  
. Shaders;  
. Direct illumination;  
. Real time and pre-calculated  
global illumination;  
8. Shadowing;  
9. Textures and materials;  
10. Particle systems;  
11. Procedural geometry;  
Method  
Active and experiential learning:  
Theoretical concepts;  
Practical examples;  
Implementation exercises;  
Game framework: Unity  
Semester’s PBL team project:  
Implementation of the game graphics using the concepts and  
techniques learned during the course.  
Evaluation  
Continuous Assessment (bipartite):  
[60%] Intermediate assessment:  
[40%] Individual exercises on the concepts learned;  
[20%] Mini-Project with Math, Physics and Games III;  
[40%] Two intermediate deliveries of the team project (within the  
semester’s PBL team project).  
[40%] End of term assessment:  
[100%] Final delivery of the team project (within the semester’s PBL team  
project) with individual discussion.  
Final Assessment:  
[100%] Individual project development, delivery, and discussion.  
Evaluation  
Project Deliveries:  
1st delivery: identification of the computer graphics necessities:  
Definition of the visual aspects of the game;  
What is required: lighting? shadows? basic shaders? new shaders? visual effects?  
particle systems? procedural geometry?  
2nd delivery: no evaluation for computer graphics in this delivery;  
3rd delivery: basic implementation of the computer graphics elements:  
Lighting, shadows, basic shaders, new shaders, visual effects, particle systems,  
procedural geometry, …  
4th delivery: final version of the game:  
Overall implementation and integration of the computer graphics elements;  
Performance analysis.  
Bibliography  
Hughes, J. F., et al. (2013). Computer  
Graphics: Principles and Practice (3rd ed.).  
Upper Saddle River, NJ: Addison-Wesley  
Professional. ISBN: 978-0-321-39952-6.  
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: 978-1-61729-232-3.  
Computer Graphics  
Course webpage:  
http://www.inf.puc-rio.br/~elima/cg/  
Contact:  
edirlei.slima@gmail.com