Course code InfT3018

Credit points 3

Graphic Application Software

Total Hours in Course81

Number of hours for lectures16

Number of hours for seminars and practical classes16

Independent study hours49

Date of course confirmation25.10.2022

Responsible UnitInstitute of Computer Systems and Data Science

Course developer

author lect.

Inga Viļumsone

Mg. sc. ing.

Course abstract

The aim of study course is to provide an opportunity to learn the general principles of three-dimensional graphics and their use in the preparation of various types of spatial objects or interactive three-dimensional attachments. Students acquire practical skills in creating spatial objects, surfaces, modeling and creating animations.

Learning outcomes and their assessment

As a result of the study course students:
• knows the basic principles of creating three-dimensional graphic models and their application in various spheres of activity – practical work and creative work with description;
• knows how to use three-dimensional modeling tools, create models for various target applications, object texturing, environment settings, lighting, photorealism, animation, combining real video with created graphic elements, 2D graphic animation in three-dimensional space, Low Poly models - practical works and creative work with description;
• is able to independently find a solution for a specific task, argue his opinion in the process of developing practical work and creative work, develop a three-dimensional graphic scene and realize it - practical work and creative work with a description.

Course Content(Calendar)

1. Introduction to three-dimensional graphics. Coordinate systems in three-dimensional space. Types of perspective. Plane views. Working environment of the program – 2h.
2. Creating basic Mesh objects. Editing, combining, splitting objects. Creating collections, linking object details - 2h.
3. Materials, visualization for objects. Creating node connections in the visualization process. Procedural texture usage and basic settings. Application of UV spread textures – 2h.
4. Adding lighting to the scene. Types of lighting source. Using the light ray tracing method to create the object's shadow - 2h.
5. Creating a basic animation with keyframes and editing them. Camera focusing techniques. Camera settings – 2h.
6. Creating and editing a curve. Snapping the camera to a curve when creating an animation. Loop animation. Animation editing options – 2h
7. Possibilities of sculpting objects and their use in creating more realistic objects. Preparation of objects for three-dimensional printing - preparation conditions and file storage formats - 2h.
8. Scene visualization rendering modes and their settings. Technical computer parameters – 2h
9. Using modifiers to create objects. The use of physics simulation modifiers in the simulation of various processes – 2h.
10. Creating and animating two-dimensional objects in three-dimensional space. Its use in the development of visual materials for advertisements or processes – 2h.
11. Preparation of Low Poly models for export to Unity – 2h.
12. Use of armathure in the creation of objects - 2h.
13. Visual effects – use of VFX to combine real video with created graphic elements – 2h.
14. Development of a creative work on a certain topic - 6 hours

Requirements for awarding credit points

Must have completed and defended practical works.
The creative work must be created, described and defended.

Description of the organization and tasks of students’ independent work

The practical task must be started during the lesson, completed independently and submitted within 2 weeks from the moment of assignment. Independent study of literature and online tutorials to strengthen knowledge.

Criteria for Evaluating Learning Outcomes

Evaluation of works takes place in a 10-point system, using the summative evaluation method.
• Developed and defended practical works (each practical work must be submitted within 2 weeks from the moment of assignment and is evaluated with 2-8 points for a correctly executed work, with half of the possible number of points for a partially executed work).
• Developed, described and defended the creative work (10%).

Compulsory reading

Blender.org - Blender trīsdimensiju programmas izstrādātāju vietne – manuālis, video pamācības, diskusijas [tiešsaiste/online]. (Blender.org.
– Blender 3D software official website – tutorials, video tutorials,
discussions). Pieejams (Available): https://www.blender.org/support/
The Blender Foundation organizācijas Blender institūta korporācijas Youtube kanāls (Official Youtube channel of The Blender Foundation) [tiešsaiste]. Pieejams (Available):
https://www.youtube.com/c/BlenderFoundation/playlists

Further reading

Chronister J. Blender Basics. 3-rd edition. Central Dauphin High School, 2011. 178 p. [tiešsaiste]. Pieejams: http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_5thEdition2017.pdf

Periodicals and other sources

1. Žurnāls "NEXT"
2. Žurnāls "Digital Photo"
3. Žurnāls "КОМПЬЮАРТ "

Notes

Professional Bachelor Study Program “Information Technologies for Sustainable Development”.