Graphical systems and models. Graphical primitives. Use of software libraries for graphics. Input and interaction. Geometric objects and transformations. Projections and views. Local and global lighting models. Colour: Operations on buffers and pixels. Rendering: clipping, hidden surface removal, scan conversion. Hierarchical and object-oriented models and animation. Curves and surfaces. Procedural methods. Realism. Human perception.
In the labs, a modern graphics package is used (OpenGL, which means that some programming is required) and a modern 3D graphics editor.