Real-time Rendering

News

Grader

The grader for this class is Cheng Li (li.4076).

Background

This course will look at the latest GPU technologies, algorithms and issues for real-time rendering on modern GPUs.

Description

This course will cover the latest architectures, algorithms and techniques for interactive rendering (shading) of models. A focus will be on programmable GPU's and advanced texture mapping algorithms.

Grades

Programming labs (15%,15%,20%) 50%
Homeworks 15%
Midterm 25%
Class attendance/participation 10%

References / Readings

The following books are available for free to OSU students after you log-in. The links are thus to the OSU Safari site.

  1. Mathematics for 3D Game Programming and Computer Graphics, Third Edition, by Eric Lengyel
  2. 3D Math Primer for Graphics and Game Development, 2nd Edition, 2nd Edition By: Fletcher Dunn; Ian Parberry, *Note, Safari is messed up and you need to follow the Figures when reading.
  3. OpenGL® Shading Language, Third Edition, by Randi J. Rost; Bill Licea-Kane; Dan Ginsburg; John M. Kessenich; Barthold Lichtenbelt; Hugh Malan; Mike Weiblen
  4. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.5 with SPIR-V, Ninth Edition By: John Kessenich; Graham Sellers; Dave Shreiner
  5. OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition By: Graham Sellers; Richard S. Wright Jr.; Nicholas Haemel
  6. Computer Graphics: Principles and Practice, Third Edition By: John F. Hughes; Andries van Dam; Morgan McGuire; David F. Sklar; James D. Foley; Steven K. Feiner; Kurt Akeley
  7. Fundamentals of Computer Graphics, Fourth Edition, 4th Edition By: Steve Marschner; Peter Shirley, *Note, Safari is messed up and you need to follow the Figures when reading.
  8. Graphics Shaders, 2nd Edition By: Mike Bailey; Steve Cunningham *Note, 3rd edition is in press.
  9. Game Engine Architecture, Second Edition, 2nd Edition By: Jason Gregory
  10. OpenGL – Build high performance graphics By: Muhammad Mobeen Movania; David Wolff; Raymond C. H. Lo; William C. Y. Lo
  11. Advanced Graphics Programming Using OpenGL By: Tom McReynolds; David Blythe, *Note: Old, but has some nice discussions.
  12. Vulkan™ Programming Guide By: Graham Sellers

Slides

  1. Overview, OpenGL "pipeline"
  2. OpenGL Buffers and memory
  3. Scenegraphs and DAG's
  4. Cameras
  5. Illumination
  6. Texture Mapping I
  7. Texture Mapping II
  8. Environment Mapping
  9. Bump Mapping
  10. Shadows - introduction and definitions, ad-hoc shadows
  11. Shadows - static scenes and static models, ambient occlusion
  12. Shadows - ambient occlusion
  13. Shadows - shadow volumes
  14. Shadows - shadow maps
  15. Shadows - Advanced shadow maps
  16. Simple Post-processing shaders (exam review - sample shaders)