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


  • 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


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