FI:PV227 GPU Rendering - Course Information
PV227 GPU Rendering
Faculty of InformaticsAutumn 2024
- Extent and Intensity
- 0/2/0. 2 credit(s) (plus extra credits for completion). Type of Completion: k (colloquium).
In-person direct teaching - Teacher(s)
- RNDr. Jan Byška, Ph.D. (lecturer)
Mgr. Adam Rychlý (lecturer) - Guaranteed by
- RNDr. Jan Byška, 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 23. 9. to Mon 16. 12. Mon 16:00–17:50 B311, J. Byška, A. Rychlý
PV227/02: Mon 23. 9. to Mon 16. 12. Mon 18:00–19:50 B311, J. Byška, A. Rychlý - Prerequisites
- PV112 Computer Graphics API
Practical knowledge of C/C++ and familiarity with OpenGL within the scope of the course PV112 Computer Graphics API are required. - 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: 28/20, 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 32 fields of study the course is directly associated with, display
- Course objectives
- This course is designed to offer an overview of fundamental GPU programming methods and commonly utilized techniques, with a specific emphasis on shader programming tailored for 3D rendering applications. Students will acquire practical knowledge in GPU programming dedicated to 3D rendering tasks throughout the course. Additionally, they will grasp the workflow associated with special-purpose high-level programming languages like GLSL.
- Learning outcomes
- After completing this course, students will be able to:
- read and explain the functionality of existing GLSL shaders;
- design and implement their own GLSL shaders;
- understand and articulate the capabilities of modern GPUs for rendering 3D scenes. - Syllabus
- Shadows
- Deferred Shading
- SSAO, DoF
- HDR, Bloom
- Particle Systems, Compute Shaders
- Geometry Shaders
- Tessellation Shaders
- Microfacet Model
- Physically Based Rendering, IBL
- Raytracing and Raymarching
- 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
- Short theoretical lectures combined with practical exercises.
- Assessment methods
- Successful completion of two homework assignments.
- Language of instruction
- English
- Further Comments
- The course is taught annually.
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/fi/autumn2024/PV227