Module Code | CS7GV3 |
Module Name | Real-Time Rendering |
ECTS Weighting [1] | 5 ECTS |
Semester Taught | Semester 2 |
Module Coordinator/s | Assistant Professor Michael Manzke |
Module Learning Outcomes
On successful completion of this module, students will be able to:
- Explain the differences between fixed function graphics pipelines and shader architectures, including pixel, vertex and geometry shaders;
- Architect a shader pipeline;
- Develop specific shaders to implement lighting models, shadowing, geometry processing and post-processing effects;
- Analyze and compare different approaches to real-time rendering;
- Discuss state-of-the-art issues in real-time rendering.
Module Content
- Overview of graphics pipeline;
- Introduction to GPUs;
- Introduction to shader programming using GLSL;
- Illumination/ Surface models (Phong, Blinn, normal maps etc.);
- Shadowing Techniques (shadow maps, volumes etc.);
- Global Illumination (reflection, refraction etc.);
- Stylised and Non-photorealistic Rendering;
- Voxel rendering.
Teaching and Learning Methods
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 architectures and developing real-time graphics applications for desktop PC. The module will explore advanced rendering concepts presented at leading international conferences such as SIGGRAPH and GDC.
Assessment Details
Assessment Component | Brief Description | Learning Outcomes Addressed | % of Total | Week Set | Week Due |
Coursework | Labs | LO1, LO2, LO3, LO4, LO5 | 50% | Week 1 | Week 6 |
Coursework | Project | LO1, LO2, LO3, LO4, LO5 | 50% | Week 6 | Week 12 |
Reassessment Details
Coursework (100%).
Contact Hours and Indicative Student Workload
Contact Hours (scheduled hours per student over full module), broken down by: | 22 hours |
Lecture | 11 hours |
Laboratory | 11 hours |
Independent Study (outside scheduled contact hours), broken down by: | 103 hours |
Preparation for classes and review of material (including preparation for examination, if applicable) | 40 hours |
Completion of assessments (including examination, if applicable) | 63 hours |
Total Hours | 125 hours |
Recommended Reading List
- Real-Time Rendering, (3rd edition) 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.
Module Pre-requisites
Prerequisite modules: C++ and OpenGL.
Other/alternative non-module prerequisites: Knowledge in Python, OpenCV, Unity, Vuforia, ARCore, ARKit will be helpful but not necessarily required.
Module Co-requisites
N/A