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
- Reection and refraction
- Use of more than one shader. Storing in textures.
- FBO (frame buffer objects)
- Shadow Map
- Blur. Diffraction. BRDF - anisotropic reection.
- Shaders for image processing.
- Examples : RayMarching, Particls, Überlicht etc.
- Use of RenderMonkey
Form(s) of Assessment
Oral exam, individually
Alphabetical Scale, A(best) – F (fail)
Two internal examiners
5 compulsory assignments
Book : OpenGL Shading Language, Randi J. Rost & al., Addison Wesley. ISBN :0-321-33489-2
Notes : GLSL-tutorial fra Lighthouse3D.com