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Computer Graphics for Digital Twins

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CG-Lab, EPICentre (Expanded Perception & Interaction Centre)

UNSW Art & Design

Cnr Oxford St & Greens Rd

Paddington, NSW 2021


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Areas of interest: computer graphics, virtual reality, visualisation, simulation, animation

Computer Graphics for Digital Twins

The course is held over three ("3") days at the CG-Lab, EPICentre (Expanded Perception & Interaction Centre), UNSW Art & Design, Paddington, NSW 2021.

Course Dates:

  • Friday 16 October, Friday 23 October & Saturday 24 October, 2020

Time: 10:00am - 4:30pm (each day, 3-day course)

Price: $2,625

About the course

The course provides you with key concepts, skills, and experiences to help you understand how to use Computer Graphics (“CG”) and Interactive Techniques (“IT”) as building blocks for visualisation and simulation projects applied to Digital Twins.

Digital Twins are digital representations of people, processes, and things – providing a connection between the physical world and corresponding virtual counterpart. They enable a rich and real-time view of various processes and assets.

This course aims to develop your intuition, knowledge, and skills in professional workflows including design, selection of technology, and using CG techniques and models to build effective interactive tools.

You will be introduced to CG production pipelines in detail and be guided in applying key visual perception and communication techniques to individual or team projects in relation to your own professional context. You will learn how to apply key computer graphics concepts, models, frameworks and tools to design and develop virtual, interactive Digital Twin projects involving simulation, visualisation, high-performance visual analytics, virtual reality, augmented reality, and computational simulations.

The course is held at the Expanded Perception and Interaction Centre (“EPICentre”), UNSW Art & Design campus Paddington, Sydney. The EPICentre is a pioneering visualisation facility with ultra-high resolution, immersive visualisation environments. As a participant, you will be able to test and run your applications across visual hardware solutions, including ultra-high-resolution screens and virtual, augmented and mixed reality platforms (“VR”, “AR”, “MR”) driven using the High-End Visualisation System (“HEVS”).

Learning Outcomes:

  • An understanding of computer graphics workflows, simulations and visualisation, and how to apply them to building digital twins for a variety of industries
  • Principles for applying key visual perception and communication techniques to professional projects
  • An understanding of how professional CG can be applied in gaming, scientific visualisation, virtual reality or educational applications.

Topics covered:

  • Introduction to Computer Graphics (“CG”): history of computer graphics and fundamental concepts; 2D and 3D computer graphics; mapping data to visualisations and how to apply various interactions to it.
  • Introduction to Digital Twins (“DT”s): history and classification of different types of digital twins; use cases from various industries and how they were applied to improve informed decision making; connecting sensors with simulations, modelling and visualisation – design and workflow.
  • Visual Perception and Graphics Primitives, Modelling: fundamentals of visual perception; visualisation and how to build complex 2D/3D models using graphics primitives.
  • Major Graphics Libraries: introduction to OpenGL, Vulkan; introduction to Unity3D game engine.
  • High-End Visualisation System (“HEVS”): introduction to HEVS; building multi-modal visualisation application; deploying to various visual hardware solutions; building VR installations.
  • Understanding Shaders: introduction to basic concepts of shaders and their types; visualising data using shaders, different lighting models applied to graphics primitives.
  • Rendering Techniques: introduction to various shading models, raytracing, raymarching and point clouds.
  • Virtual Reality and Augmented Reality: introduction to virtual reality and augmented reality; using immersive visualisation to navigate through virtual worlds; digital twinning demonstrators and hands-on; large scale virtual reality.
  • Visualisation Through Computer Graphics Perspective: using computer graphics techniques to build interactive visualisations; fundamentals of visualisation grammar; annotations in 3D world.
  • Simulation: introduction to computational simulations; agent-based modelling; collision detection; virtual prototyping.
  • Animation: introduction to basic concepts of animation, keyframing; interactive animations; immersive prototyping.

Who should attend?

Professionals who want to upgrade their skills in the effective use of computer graphics as a building block for interactive visualisation and simulation applied to Digital Twins use.

This course is suitable for educators who want to expand their knowledge on the newest tools and methods, those who are looking for a change in career, or those who want to decode what is possible in the modern world of interactive computer graphics linked to creative coding.

The content is relevant for those working in design, manufacturing, medicine, defence, agriculture, mining, engineering, smart cities, virtual training, education, creative technologies, gaming, and entertainment.

Expected prior knowledge

No prior knowledge of 3D computer graphics is required. Basic understanding of basic programming concepts would be beneficial, but not required.


Tomasz Bednarz PhD MS BS GradCert BA (Executive)

Associate Professor Tomasz Bednarz is a Director at the Expanded Perception & Interaction Centre (“EPICentre”), UNSW Art & Design. His current role reflects his conviction to a holistic approach to the wicked problems facing the collation, analytics and display of big data. His approach is expansive and encompasses the use of novel CG-driven technologies (AR, VR, CAVE, Dome, AVIE), often in combination. Over the last couple of years, he has been involved in wide range of projects in area of immersive visualisation, human-computer interaction, computational imaging, image analysis and processing, visualisation, simulations, computer graphics, computer games, computational fluid dynamics, machine learning, artificial intelligence, and multi-sensors assimilation. He is Chair of ACM SIGGRAPH Asia 2019 in Brisbane. SIGGRAPH conferences are the world's largest, most influential annual meetings and exhibitions in computer graphics and interactive techniques.

Extend your learning into a postgraduate qualification

Those applying to undertake the Graduate Certificate in Visualisation, Simulation, and Immersive Design or Master of Visualisation, Simulation, and Immersive Design may claim this non-award course for an equivalence of 3 units of credit as part of their degree through the UNSW Recognition of Prior Learning (RPL) Procedure.

Download brochure about the UNSW Visualisation, Simulation, and Immersive Design program.


How can I contact the organiser with any questions?

You can contact UNSW Art & Design Short Courses via email at adshortcourses@unsw.edu.au

What's the refund policy?

You can view the refund policy here; https://nvite.com/community/unswtc

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CG-Lab, EPICentre (Expanded Perception & Interaction Centre)

UNSW Art & Design

Cnr Oxford St & Greens Rd

Paddington, NSW 2021


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