Computer Graphics 2

The course is not on the list Without time-table
Code Completion Credits Range Language
A4M39PGR2 Z,ZK 6 2P+2C Czech
The course cannot be taken simultaneously with:
Graphics Systems (X39GSY)
Garant předmětu:
Department of Computer Graphics and Interaction

The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming. Focus is given on theoretical and practical experiences with OpenGL graphical library and with its extensions. Students learn GLSL language together with programming of graphical cards on the graphical pipeline level (vertex and fragment shaders].


Prerequisite: Fundamental knowledge of OpenGL (In the range of AE4M39PGR course).


Syllabus of lectures:

1. Introduction, OpenGL extensions

2. introduction to architecture and programming of GPU pipeline, GLSL language

3. Profiling a optimization of graphical applications, gDEBugger

4. Advanced texturing I. multitexturing, cube map., enviroment mapping

5. Advanced texturing II. bump-, parallax-, displacement-mapping

6. Advanced texturing III. tex. coords in GPU, proj. mapping, interpolations

7. Image based rendering and billboarding

8. Render to texture

9. Generation of , shades

10. Architekture of nowadays GPU

11. GPGPU - programming of non-graphical applications on GPU

12. Multipass algorithms

13. Graphical libraries and „engines“


4. Vertex shaders and pixel shaders

5. GLSL language

6. Vertex Objects, Buffer objects, P-Buffer

7 Advanced lighting techniques (curves)

8. Advanced lighting techniques (evaluators and NURBS)

9. Advanced modeling techniques (tesselators)

10. Advanced lighting techniques (reflections, shadows and bump-mapping)

11. GPU debugging tools

12. More raster operations, procedural texture generation

13. Increasing of graphical application throughput

Syllabus of tutorials:

1. Organization of seminars, assignments.

Transformations fro GPU point of view

2. Vertex processor I, vertex shader

3. Sending geometry data to GPU I.

4. Sending geometry data to GPU II.

5. Vertex processor II

6. Fragment procesor I, fragment shader

7. Fragment procesor II

8. Fragment procesor III

9. Render to texture I

10. Render to texture II.

11. Geometry procesor, geometry shader

12. Asynchronous queries on GPU

13. Assignments check, crediting

Study Objective:

The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming.

Study materials:

1. T. Akenine-Möller, E. Haines, and N. Hoffman. Real-Time Rendering, A.K. Peters Ltd., 3rd edition, 2008

2. Randi J. Rost. OpenGL Shading Language, Addison-Wesley Professional, 2004

Further information:
No time-table has been prepared for this course
The course is a part of the following study plans:
Data valid to 2023-10-03
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