Type of studies | Title |
---|---|
Undergraduate Academic Studies | Engineering Animation (Year: 4, Semester: Winter) |
Category | Scientific-professional |
Scientific or art field | Design |
ECTS | 5 |
Introducing students to the principles of Interactive engineering graphics and enabling student for independent development of applications.
To apply acquired knowledge in the field of interactive engineering graphics and development of applications by the use of VTK and OpenGL libraries in further education as well as in the future professional work.
Introduction to the interactive engineering graphics. Introduction to the VTK (Visualization ToolKit) object oriented library for the 3D graphic. Basic classes for scene identification (vtkRenderWindow, vtkRenderer, vtkActor, vtkLights, vtkCamera, vtkMapper) by application of VTK library. Dataset types in VTK library. Scalar field visualization on terrain example. Scalar field visualization on CT series of images example by usage of vtkContourFilter class. Generated models export in STL file format. Import of OBJ and STL models by VTK library. Vector field visualization by vtkHedgeHog, vtkGlyph3D and vtkStreamTracer classes. Charts in VTK library – vtkChartXY class.Forces which influence a body movement, gravitational force, viscous force, wind force, Magnus force and spring force. Numerical integration of movement equations, explicit, implicit and semi-implicit methods. Euler, RK2 and RK4 numerical integration. Contact detection between objects. Sphere-plane and sphere-sphere contact. Impulse computation generated by contact if body is treated as material point and rigid body. Simulation of rope which is approximated by spring elements. PHANToM Omni haptic device.GLSL (OpenGL Shading Language) introduction. Vertex, geometry and fragment shaders principles. VBO (Vertex Buffer Objects), VAO (Vertex Array Objects), EBO (Element Buffer Objects). Lightning calculation per vertex (Gouraud), per fragment (Phong) and cartoon shading. FBO (Frame Buffer Object) and its application in rendering on multiple targets in one shader pass. GPGPU (General Purpose GPU) principle for calculation of common purpose on GPU. Numerical integration of large number of particles movement by use of textures and buffers on GPU.
Lectures, Computer Practice and Consultations.
Authors | Title | Year | Publisher | Language |
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2003 | English | |||
1996 | English | |||
2002 | English | |||
2002 | English | |||
2012 | English | |||
2008 | English |
Course activity | Pre-examination | Obligations | Number of points |
---|---|---|---|
Project task | Yes | Yes | 30.00 |
Computer exercise attendance | Yes | Yes | 5.00 |
Test | Yes | Yes | 10.00 |
Written part of the exam - tasks and theory | No | Yes | 30.00 |
Test | Yes | Yes | 10.00 |
Lecture attendance | Yes | Yes | 5.00 |
Presentation | Yes | Yes | 10.00 |
Associate Professor
Assistant - Master
Assistant - Master
Assistant - Master
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© 2024. Faculty of Technical Sciences.