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
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.
Presentation of theoretical concepts with slides, programming tasks.
ECTS-Distribution:19,5 h Lectures 16 h Preparation for exam77 h Programming assignments --------------------------------------------- 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.)
Answering of exam questions, submission discussion concerning the programming tasks.
Anmeldung erfolgt durch TISS-Anmeldung sowie Abgabe des 0. Beispiels.
Programming skills and sufficient practical experience with 3D programming using OpenGL or Vulkan are required. The optimal precursor is the UE Computer Graphics.