Real-time Rendering

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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, alogorithms and techniques for interactive rendering (shading) of models. A focus will be on programmable GPU's and advanced texture mapping algorithms.

Level, Credits, Class Time Distribution, Prerequisites

Level Credits Class Time Distribution Prerequisites
U/G 3 3 cl 581

Intended Learning Outcomes

Topics (not in order)

Number of Hours Topic
1 Overview
1 History and overview of graphics hardware and the GPU.
1 Mathematics and API's for Interactive Graphics (e.g., OpenGL or DirectX)
2 Overview of Programmable Shaders
1 Interfacing Graphics library with Programmable Shaders
1 Render Targets or Frame Buffer Objects
5 Advanced Lighting on the GPU with Programmable Shaders
3 Normal maps, bump mapping and displacement mapping.
6 Shadow algorithms and implementations
2 Environment mapping
3 Lab assignments and discussions
4 Advanced Topics

Grader

The grader for this course is Cheng Li (li.4076 -at- buckeyemail.osu.edu)

His office hours are TBD.

Texts and Other Course Materials

There is no official text book for the course. Here are some suggested readings.

real-time rendering cover
Real-Time Rendering, 3rd Edition, Tonas Akenin-Moeller, Eric Haines, Naty Hoffman, A. K. Peters, Ltd (2008).
OpenGL(R) Shading Language (2nd Edition) (OpenGL)
OpenGL Shading Language, 3rd Edition, Randy J. Rost, Addison-Wesley (2009).
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (OpenGL)
OpenGL Programming Guide, 7th Edition, OpenGL ARB, Addison-Wesley (2007).
OpenGL Super Bible Cover

OpenGL

cover image

OpenGL Cookbook

 

 

Course Notes

Powerpoint slides

Reading Assignments

Below are the reading assignments for the course:

Development Environment

You will need access to at least a decent DirectX 10 class machine and Visual Studio 2008 or 2010 (Windows 7 or Vista is preferred). The machines in the graphics instructional lab in CL112D meet these criteria.

Representative Lab Assignments

Homework Ideas

Tentative Lab Assignments

Lab Assignments Tools

Grades

Programming labs 60%
Midterm 25%
Class attendance/participation 15%

Schedule (post-processed)

Lecture # / topic(s) (28 lectures - 1 holiday and 1 snow day)

  1. (W)Course overview,581/OpenGL Review
  2. (F)OpenGL 3.0 Pipeline, GLSL variables and examples
  3. (M) OpenGL Review, Lighting review
  4. (W) HW #1
  5. (F) Lab software / scene graphs and visitor pattern,
    (M) Holiday
  6. (F) GLSL demos, lab1 and software engineering (ShaderNull, TextureAssets, etc.)
  7. (W) Finished GLSL language and OpenGL API calls.
  8. (F) Texture mapping review and parameterization (Pepakura video)
  9. (M) Aliasing, Texture anti-aliasing
  10. (W) Frame Buffer Objects (FBO's or render to texture), HW #2
  11. (F) Camera models and a trackball interface / implementation
  12. (M) FaceGen, DevIL
  13. (W) Snow day
  14. (F) HW #3, Buffers and VOA's
  15. (M) lab2 (separate shaders, scene graphs, ...)
  16. Bump mapping, Numerical Differentiation review and Displacement mapping.
  17. Environment mapping, Chrome mapping and Irradiance Maps
  18. (W) Spherical Harmonics
  19. (F) TBD
  20. (M) Texture compression (Channel precision, GIF, JPEG/VQ, JPEG2000/Wavelets)
  21. (W) Texture compression for real-time (DXT1), Texture caching and animation, clip-maps
  22. (F) Shadows - introduction and definitions, ad-hoc shadows
  23. (M) Shadows - static scenes and static models, ambient occlusion
  24. (W) Shadows - ambient occlusion
  25. (F) Shadows - shadow volumes, Lab4
  26. (M) Shadows - shadow maps
  27. (W) Shadows - Advanced shadow maps
  28. (F) no class
  29. (M) Shadows - Advanced shadow maps, Multithreading and OpenGL.
  30. (W) Midterm (Study Guide)
  31. (F) Whirlwind tour of uncovered features: NPR, IBR, sub-surface scattering, volume rendering
  32. (W) Tessellation (blackboard) (Some references: Loop, SIGGRAPH course, GLSL man pages)
  33. (Not covered) OpenGL History, PC Graphics card history, Shader History

Relationship to BS-CSE Program Outcomes/EC 2000 Criterion 3 Outcomes

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Last modified: August 16, 2017 4:10 PM