FI:PV227 GPU Rendering - Course Information
PV227 GPU Rendering
Faculty of InformaticsAutumn 2021
- Extent and Intensity
- 0/2. 2 credit(s) (plus extra credits for completion). Type of Completion: k (colloquium).
- Teacher(s)
- RNDr. Jan Byška, Ph.D. (lecturer)
Mgr. Matúš Talčík (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Contact Person: RNDr. Jan Byška, Ph.D.
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable of Seminar Groups
- PV227/01: Mon 13. 9. to Mon 6. 12. Mon 12:00–13:50 B311, J. Byška, M. Talčík
PV227/02: Fri 17. 9. to Fri 10. 12. Fri 14:00–15:50 B311, J. Byška, M. Talčík - Prerequisites
- PV112 Computer Graphics API
Knowledge of C/C++ programming language. Knowledge of OpenGL in the scope of the course PV112 Computer Graphics API. - Course Enrolment Limitations
- The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 20 student(s).
Current registration and enrolment status: enrolled: 6/20, only registered: 0/20, only registered with preference (fields directly associated with the programme): 0/20 - fields of study / plans the course is directly associated with
- there are 55 fields of study the course is directly associated with, display
- Course objectives
- This lecture aims to give an overview of the basic GPU programming methods and commonly used techniques with the focus on shader programming. Students: will gain practical knowledge of GPU programming; will understand the workflow of special purpose high-level programming languages; will be able to write parallel programs running on the GPU;
- Learning outcomes
- At the end of the semester, a student should be able to:
- understand and describe possibilities of modern programmable GPUs for rendering 3D scenes;
- read up a and explain function of existing GLSL shaders;
- design and implement own GLSL shaders - Syllabus
- Programmable graphics pipeline.
- Shadows
- Deferred shading
- SSAO, DoF
- HDR, bloom
- Particle systems, compute shaders
- Geometry shaders
- Tessallation shaders
- Microfacets
- Physically Based Rendering, IBL
- Vulkan
- Parallax Occlusion Mapping
- Literature
- recommended literature
- ROST, Randi J. and Bill LICEA-KANE. OpenGL shading language. Edited by Dan Ginsburg. 3rd ed. Upper Saddle River: Addison-Wesley, 2010, xliii, 743. ISBN 9780321637635. info
- not specified
- GPU gems 3. Edited by Hubert Nguyen. Upper Saddle River, NJ: Addison-Wesley, 2007, l, 942. ISBN 9780321515261. info
- GPU gems 2 : programming techniques for high-performance. Edited by Randima Fernando - Matt Pharr. Upper Saddle River: Addison-Wesley, 2005, xlix, 814. ISBN 0321335597. info
- GPU gems : programming techniques, tips, and tricks for real-time graphics. Edited by Randima Fernando, Translated by David Kirk. Boston: Addison-Wesley, 2004, xlv, 765. ISBN 0321228324. info
- ST-LAURENT, Sebastien. Shaders for game programmers and artists. Boston: Thomson Course Technology, 2004, xxiii, 483. ISBN 1592000924. info
- GPU Pro : advanced rendering techniques. Edited by Wolfgang F. Engel. Natick: A K Peters, 2010, xixiii, 71. ISBN 9781568814728. info
- Teaching methods
- Tuition consists of lectures combined with practical examples and exercises.
- Assessment methods
- Completed by colloquium, successful implementation of an easy program during the last lecture. Attendance is compulsory, without homework.
- Language of instruction
- English
- Further Comments
- The course is taught annually.
- Enrolment Statistics (Autumn 2021, recent)
- Permalink: https://is.muni.cz/course/fi/autumn2021/PV227