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. 2023/2024
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 (2022/2023)
Teaching code
4S008909
Credits
6
Language
Italian
Scientific Disciplinary Sector (SSD)
INF/01 - INFORMATICS
The teaching is organized as follows:
Teoria
Laboratorio
Learning objectives
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.
Prerequisites and basic notions
It is useful to remind the notions of linear algebra, mathematical analysis, and numerical methods. These notions will be reviewed during the course.
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
Didactic methods
Lectures, blackboard exercises, laboratory exercises. Talks by professionals from the industrial sector.
Learning assessment procedures
The exam can be obtained with three different options:
A) Oral with discussion on lab exercise .
B) Project with discussion on lab exercise.
Oral is a discussion on the program. The aim is to verify the knowledge of theoretical and practical aspects of involved topics.
The discussion of lab exercise consists of the delivering of an archive with the scripts that implement the vision algorithms described in the program. The discussion aims at verifying the correct practical implementation of the theoretical aspects addressed during the course.
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 computer vision problems.
Evaluation criteria
The discussion of the laboratory exercises represents a barrier (positive or not negative). The oral mark is divided into the following criteria: 18-23: the student knows the basic subject. 24-27: the student links the topics well. 28-30L: the student masters the more advanced aspects. The grade of the project is divided into the following criteria: 18-23: the project is a simple extension of the exercises carried out in class. 24-27: the project involves innovative topics not addressed in the classroom. 28-30L: the project involved state-of-the-art topics.
Criteria for the composition of the final grade
Max 30L
Exam language
Italiano or English