|Module Name||Real-Time Rendering|
|ECTS Weighting ||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.
- 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 Component||Brief Description||Learning Outcomes Addressed||% of Total||Week Set||Week Due|
|Coursework||Labs||LO1, LO2, LO3,|
|50%||Week 1||Week 6|
|Coursework||Project||LO1, LO2, LO3,|
|50%||Week 6||Week 12|
Contact Hours and Indicative Student Workload
|Contact Hours (scheduled hours per student over full module), broken down by:||22 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.
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.