Module Descriptor School of Computer Science and Statistics
|Module Name||Real-time Rendering|
|Module Short Title|
2 lecture hours per week
|Module Personnel||Assistant Professor Michael Manzke|
On successful completion of this module, students will be able to:
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.
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
Annual Assessment= 100% Coursework
Coursework will consist of labs 50% and a project 50%.
Supplemental Assessment = 100% Coursework
|Academic Year of Data|