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Module Descriptor School of Computer Science and Statistics

Module CodeCS7055
Module NameReal-time Rendering
Module Short Title
Semester TaughtHilary Term
Contact Hours

Lecture hours:3 per week

Lab hours:1 per week

Module PersonnelAssistant Professor Michael Manzke
Learning Outcomes

On successful completion of this module, students will be able to:

  1. Explain the differences between fixed function graphics pipelines and shader architectures, including pixel, vertex and geometry shaders.
  2. Architect a shader pipeline in a game context.
  3. Develop specific shaders to implement lighting models, shadowing, geometry processing and post-processing effects.
Learning Aims

This module deals with programming for GPU pipeline architectures e.g. geometry, rasterisation, texturing, fragment / pixel and vertex shaders. Students will be introduced to shader systems and shader coding and will learn about modern game graphics engine architectures and developing real-time graphics applications, both for desktop PC and Xbox360. The module will explore advanced rendering concepts presented at leading international conferences such as SIGGRAPH and GDC.

Module Content

1.         Overview of graphics pipeline

2.         Introduction to GPUs

3.         Introduction to shader / stream programming using GLSL

4.         Illumination/ Surface models (Phong, Blinn, normal maps etc.)

5.         Shadowing Techniques (shadow maps, volumes etc.)

6.         Global Illumination (reflection, refraction etc.)

7.         Stylised and Non-photorealistic Rendering

8.         Voxel rendering

Recommended Reading List
  • Real-Time Rendering, 3rd Ed., Akenine-Möller, Haines and Hoffman, ISBN 978-1568814247, AK-Peters.
  • Various research papers from SIGGRAPH
  • Excerpts from GPU PRO, GPU Gems, Graphics Gems series of books
Module Prerequisites
Assessment Details

100% by coursework. Labs 50%, Project 50%.

Module Website
Academic Year of Data