IMT2531 Graphics Programming
Expected learning outcomes
After completing the subject the students should improved
- Understanding the archetecture of a GPU
- Understand the role of visual effects in games and their connection to player experience
- Understand how to use a GPU as a general proceesing device
Skills, the student will be able to:
- Program the graphics processor (GPU), i.e. write shaders
- Use software for testing and development of shaders
- Develop a GPU shader to implement a relevant feature in a computer game.
- Impement a non graphics specific algorithm on a GPU
- Improved ability to analyse a problem and find a parallel solution
- Improved general programming ability
- Improved process around testing and assessing code.
Topics will include but are not limited to:
- GLSL - API and language
- Lights, materials and textures
- Use of multiple shaders
Teaching Methods (additional text)
Form(s) of Assessment
Home exam, 24 hours
Form(s) of Assessment (additional text)
24 hour take home exam with a 15 minute oral discussion
Alphabetical Scale, A(best) – F (fail)
Two internal examiners, or internal and external examiners. External examiners next time in 2015.
Resit exam within 2 months of orignal exam based on the same format.
GPU computing at http://www.gpucomputing.net/
Open textbook: Programming on Parallel Machines; GPU, Multicore, Clusters and More, Norm Matloff, http://heather.cs.ucdavis.edu/parprocbook
Udacity course: https://www.udacity.com/course/cs344
Notes : GLSL-tutorial from Lighthouse3D.com
Replacement course for
The IMT3611 course was 10 points, this content has been separated into IMT3801 Multithreaded Programming and this 5 point verison.