Studying at the University of Verona
Here you can find information on the organisational aspects of the Programme, lecture timetables, learning activities and useful contact details for your time at the University, from enrolment to graduation.
Study Plan
This information is intended exclusively for students already enrolled in this course.If you are a new student interested in enrolling, you can find information about the course of study on the course page:
Laurea magistrale in Ingegneria e scienze informatiche - Enrollment from 2025/2026The Study Plan includes all modules, teaching and learning activities that each student will need to undertake during their time at the University.
Please select your Study Plan based on your enrollment year.
1° Year
2° Year activated in the A.Y. 2022/2023
Modules | Credits | TAF | SSD |
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Modules | Credits | TAF | SSD |
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Modules | Credits | TAF | SSD |
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4 modules among the following
2 modules among the following
3 modules among the following
Legend | Type of training activity (TTA)
TAF (Type of Educational Activity) All courses and activities are classified into different types of educational activities, indicated by a letter.
Graphics Programming (2021/2022)
Teaching code
4S008909
Credits
6
Language
Italian
Scientific Disciplinary Sector (SSD)
INF/01 - INFORMATICS
The teaching is organized as follows:
Teoria
Laboratorio
Learning outcomes
The course aims to provide the main techniques for the solution of problems on rendering of three dimensional dynamics objects and scenes with a particular emphasis on real-time performance. The objective is to provide the students with the knowledge and tools to design, implement and evaluate methods and algorithms for the development of virtual simulations of the real world with strong realistic effects and high performance. At the end of the course the students must demonstrate to know and understand the main techniques for 3D rendering, modelling of geometry and materials, and animation. Moreover, the student will be able to implement these techniques on suitable programming environments. This will allow the students to choose the most appropriate solution techniques for the visualization and simulation of several applicative domains and to continue autonomously the studies in graphics programming, deepening the topics covered in class, both on other texts and on scientific publications.
Program
-Introduction
-Modelling, rendering and animation,
-The graphics pipeline, the OpenGL pipeline,
- Shader,
-Textures and UV maps, texture in OpenGL,
- Spatial transformations, transformation pipeline, transformation in OpenGL,
- Lighting and BRDF, lighting in OpenGL,
- Modelling, scene graph, modelling in OpenGL,
- Animation, Linear Blend Skinning (LBS), LBS in OpenGL,
- Advanced lighting: bump map, normal maps in OpenGL,
- Gaming, example of games in OpenGL
Bibliography
Examination Methods
Project with discussion on lab exercise.
The project is focused on a specific and innovative topic that is identified with the teacher. The topic can be an open issue of the state of the art or a specific applicative theme. The student will be able to generalize the knowledge acquired during the course for the solution of new graphics programming problems.
The discussion of lab exercise consists of the delivering of an archive with the scripts that implement the graphics programming algorithms described in the program. The discussion aims at verifying the correct practical implementation of the theoretical aspects addressed during the course.