GPU Programming
2009-2010
-
IMT3611
- 10 ECTS
On the basis of
IMT2531 Graphics Programming
Expected learning outcomes
After completing the subject the students should
- be able to program the graphics processor (GPU), i.e. write shaders.
- have an improved understanding of advanced programming in OpenGL
- understand graphics effects in games and being able to create new ones
- be able to use RenderMonkey (software developed by ATI) for testing and development of shaders
Topic(s)
- GLSL-API. Compilation, linking and creation of shader program
- Description of language structure and data types
- Light and materials
- TexturesBump-mapping
- Reection and refraction
- Use of more than one shader. Storing in textures.
- FBO (frame buffer objects)
- Shadow Map
- Blur. Diffraction. BRDF - anisotropic reection.
- Anti-aliasing
- Shaders for image processing.
- Examples : RayMarching, Particls, Überlicht etc.
- Cg.
- Use of RenderMonkey
Teaching Methods
Lectures
Form(s) of Assessment
Oral exam, individually
Grading Scale
Alphabetical Scale, A(best) – F (fail)
External/internal examiner
Two internal examiners
Coursework Requirements
5 compulsory assignments
Teaching Materials
Book : OpenGL Shading Language, Randi J. Rost & al., Addison Wesley. ISBN :0-321-33489-2
Notes : GLSL-tutorial fra Lighthouse3D.com