Learning objectives
The integrated competences that will to be developed in students are guided by a theoretical and applicative multidisciplinary methodology.
- knowledge of the different types and uses of the various representation techniques
- mastering of the main techniques for hand drawing (sketching) in the context of industrial design;
- ability of understanding the physical phenomena of photography and knowledge of optics;
- knowledge of threedimensional modeling tools and ability of creating digital mock-ups of design items;
- knowledge of lighting and camera shot framing;
- ability to work in teams for the realization of 3D visualization contents.
Prerequisites
Basic knowledge of technical drawing, elements of visual communication; knowledge of basic fundamental computer systems.
Course unit content
This multidisciplinary laboratory provides the knowledge of techniques and tools for the representation, three-dimensional visualization and verification of digital and physical models.
The course is organized in lessons and exercises, where the students will learn different languages and methods for the representation of design artifacts, starting from drafting on paper and arriving at the photorealistic rendering with computer graphics tools.
Full programme
- Histrical notes on graphic design, industrial design, computer graphics.
- Graphic design basics: pagesetting, color theory, grids, terminology, common mistakes.
- Hand sketching: main techniques for markers and pencils.
- Elements of optics.
- 3D modeling with a polygonal modeler. Interoperabilty with parametric CADs and freeform modelers will be discussed too.
- Basic concepts in 3D rendering (materials, texture mapping, diffusion reflection refraction and transmission, light sources and IES profiles, soft shadows, caustics, global illumination, subsurface scattering, volumetric effects, motion blur, depth of field, lens artifacts),
- Main rendering algorithms (rasterizers, ray-tracing, bidirectional path tracing, Metropolis light transport), - Post processing techniques (es. color grading, filmic tone mapping),
- Scene composition and light setup.
- Techniques for real-time rendering and VR/AR.
Bibliography
Documents and slides provided by the teacher.
Optional textbooks:
Computer Graphics: Principles and Practice. John Hughes et al., Addison-Wesley
3D computer graphics. Alan Watt. Addison-Wesley
Real-Time Rendering, Fourth Edition. Tomas Akenine-Möller. CRC press
Teaching methods
Lessons and hands-on sessions, in groups.
Assessment methods and criteria
Discussion of the projects developed in groups.
Other information
For the hands-on sessions, the students must use PC laptops. They will install a 3D modeling software on their laptops (instructions on how to download and install the software will be given during the first lesson).
2030 agenda goals for sustainable development
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