Text auf Deutsch

Programming of Graphic Shader

Course in German and/or English (inquiry recommended)

Hours per Week:

4

Credit Points:

5

Prerequisites:

Contents of courses in Programming and Computer Graphics

Type of Course:

2 Hours lecture and 2 hours lab

Frequency (WS/SS):

Wintersemester

Work Load:

160 Hours:
 60 contact hours,
 100 hours for preparation and review of course contents, creation of the project thesis and preparation of the presentation

Study Programme Goals:

Computer graphics is the most important type of media synthesis. This knowledges and skills are essential for media computer scientists. They enable professional activities in the fields of CAD, medical systems, computer games and entertainment systems, computer-aided product design and advertising, training and education, and others. Advanced graphics applications with high visual fidelity demand the development of graphics shader. Computer shader (also GPGPU General Purpose Graphics Processing Unit Programming) allow the development of High Performance Computing (HPC) applications.

Course Goals:

Knowledge of physically based and other lighting models. The ability to analyze and program graphics applications and its shaders. Knowledge of and ability for GPGPU programming.

Key Qualifications:

Ability of complex thinking, ability for abstract mathematical thought and conclusion, ability to work independently, analysis and classification of problems, creative problem solving, practical experience

Course Contents:

Repetition and refreshing the basics of computer graphics and the graphics pipeline. Shader in the pipeline, implementation of the Phong/Blinn model, physically based lighting, effects, GPGPU programming, development environments and debugging.

Literature:

  • Muhammad Mobeen Movania: OpenGL Development Cookbook, Packt Publishing, 2013  
  • David Wolff: OpenGL 4 Shading Language Cookbook, 3rd ed., Packt Publishing, 2018  
  • Mike Bailey: Graphics Shaders: Theory and Practice, A K Peters, 2011 
  • Kelly Dempski, Emmanuel Viale: Advanced Lighting and Materials with Shaders, Wordware Publishing, 2004
  • Wolfgang Engel: Programming Vertex and Pixel Shaders, Charles River Media, 2004
  • Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, Jason Zink: Programming Vertex, Geometry, and Pixel Shaders, http://freecomputerbooks.com
  • David B. Kirk, Wen-mei W. Hwu: Programming Massively Parallel Processors: A Hands-on Approach, Morgan Kaufmann, 2012
  • Jeff Lander: Graphics Programming Methods, Charles River Media, 2003
  • Kouichi Matsuda, Rodger Lea: WebGL Programming Guide, Addison-Wesley, 2013
  • Randi J. Rost, Bill Licea-Kane, Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, Mike Weiblen: OpenGL Shading Language, Addison Wesley, 2009
  • Jason Sanders, Edward Kandrot: CUDA by Example: An Introduction to General-Purpose GPU Programming, Addison Wesley, 2010
  • Sebastien St-Laurent: Shaders for Game Programmers and Artists, Premier Press, 2004

Comments:

 Lecture is in german language. Presentations can be held in german or english by choice.

Assessment/Examination:

50% study work (shader program and documentation, approx. 10 pages), 50% presentation (45 minutes)

Admission Requirement:

 

Lecturer(s):

Prof. Dr. Schiedermeier





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