186.140 Real-Time Rendering
This course is in all assigned curricula part of the STEOP.
This course is in at least 1 assigned curriculum part of the STEOP.

2019W, VU, 3.0h, 4.5EC

Properties

  • Semester hours: 3.0
  • Credits: 4.5
  • Type: VU Lecture and Exercise

Learning outcomes

After successful completion of the course, students are able to understand advanced concepts of realtime rendering as used in virtual reality applications or in computer games. Topics include:
    Graphics Hardware (GPU) Architecture
    Optimization
    Advanced Lighting and Shading
    Shading Languages
    Graphics Programming (OpenGL 4.x Core Profile, Vulkan)
    Real-time Shadows
    Culling and Visibility
    Levels of Detail and Terrain Rendering
    Image-based Rendering

 

Subject of course

Important topics in real-time rendering are treated und exercised with practical examples. Some topics are: special effects like shadows, illumination effects, bump mapping, displacement mapping, as well as the rendering pipeline and architecture of graphics hardware, interfaces to programming of 3D graphics hardware, and advanced algorithms like terrain rendering, visibility calculation, etc.

Teaching methods

Presentation of theoretical concepts with slides, programming tasks.

Mode of examination

Immanent

Additional information

ECTS-Distribution:
19,5 h Lectures
16 h Preparation for exam
77 h Programming assignments
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112,5 h equals 4,5 ECTS, each of 25 hours

 

The first lecture and introduction for the lab will take place on October 2rd, 2019, starting at 15:15 (s.t.)

Lecturers

Institute

Course dates

DayTimeDateLocationDescription
Wed15:00 - 17:0002.10.2019 - 22.01.2020Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed15:00 - 19:0029.01.2020Seminarraum FAV 05 (Seminarraum 186) Presentation of the rendering demos
Real-Time Rendering - Single appointments
DayDateTimeLocationDescription
Wed02.10.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed09.10.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed16.10.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed23.10.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed30.10.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed06.11.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed13.11.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed20.11.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed27.11.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed04.12.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed11.12.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed18.12.201915:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed08.01.202015:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed15.01.202015:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed22.01.202015:00 - 17:00Seminarraum FAV 05 (Seminarraum 186) Vorlesung
Wed29.01.202015:00 - 19:00Seminarraum FAV 05 (Seminarraum 186) Presentation of the rendering demos

Examination modalities

Answering of exam questions, submission discussion concerning the programming tasks.

Exams

DayTimeDateRoomMode of examinationApplication timeApplication modeExam
Tue - 11.02.2020oral29.01.2020 00:00 - 10.02.2020 23:59TISSMündliche Prüfung
Fri - 14.02.2020oral29.01.2020 00:00 - 13.02.2020 23:59TISSMündliche Prüfung
Tue - 18.02.2020written29.01.2020 00:00 - 17.02.2020 23:59TISSMündliche Prüfung
Fri - 21.02.2020written29.01.2020 00:00 - 20.02.2020 23:59TISSMündliche Prüfung
Tue - 25.02.2020written01.02.2020 00:00 - 24.02.2020 23:59TISSMündliche Prüfung
Thu - 19.03.2020written18.02.2020 00:00 - 18.03.2020 23:59TISSMündliche Prüfung

Course registration

Begin End Deregistration end
31.08.2019 00:00 16.10.2019 23:59

Registration modalities:

Anmeldung erfolgt durch TISS-Anmeldung sowie Abgabe des 0. Beispiels.

Curricula

Study CodeSemesterPrecon.Info
066 932 Visual Computing 1. Semester

Literature

No lecture notes are available.

Previous knowledge

Programming skills and sufficient practical experience with 3D programming using OpenGL or Vulkan are required. The optimal precursor is the UE Computer Graphics.

Preceding courses

Continuative courses

Miscellaneous

Language

if required in English