Description of Individual Course Units
Course Unit CodeCourse Unit TitleType of Course UnitYear of StudySemesterNumber of ECTS Credits
9105056252011Advanced Rendering Techniques Elective118
Level of Course Unit
Third Cycle
Objectives of the Course
Aim of this course is using and developing projects on advanced rendering techniques such as illumination, shadowing and mapping which are used in three dimensional computer graphics. Some advanced software tools and languages will be used for programming CPU and GPU.
Name of Lecturer(s)
Asst.Prof. Dr.Cengiz Güngör
Learning Outcomes
1To be able to comprehend mathematical basics which are used in computer graphics and to use them in computer graphics.
2To be able to make graphics programming using OpenGL/DirectX & OGRE.
3To be able to comprehend computer graphics hardware.
4To be able to comprehend illumination of graphical objects and to carry out them in computer graphics.
5To be able to comprehend using High Level Sahding Language (HLSL).
6To be able to comprehend environmental mappings and texturing.
7To be able to comprehend advanced illumination and lighting models.
8To be able to comprehend shadows.
9
10
Mode of Delivery
Face to Face
Prerequisites and co-requisities
Knowledge of C or C++ programming language is required. Knowledge of basic graphic programming. Knowledge of Data Structures (Pointers, lists and memory allocations) is required. Knowledge of basic linear algebra, geometry and computation is required.
Recommended Optional Programme Components
None
Course Contents
Basic & advanced principles of computer graphics. Mathematical basics used in computer graphics. Graphics programming using OpenGL, DirectX and OGRE. Using vectors and matrices. Transformations, three dimensional coordinate systems. Illumination, buffers and mappings. Bounding box and collusion tests, basic physic principals used in games. CPU and GPU programming using OGRE and HLSL. Texturing and environmental mapping. Using illumination models, normal mappings, shadowing and global illumination techniques.
Weekly Detailed Course Contents
WeekTheoreticalPracticeLaboratory
1Mathematical Foundations
2Using C++ and STL TransformationsHomework on basic Transformations
3Coordinate systems, basic structures and using RenderMonk.Developing on RenderMonkey
4Projections and viewing, basic math. Objects.
5Bounding box, Collution detectionSome practices on Col. Detection tests
6Spatial data structures and scene graphs
7CPU and GPU programmingHomework on GPU
8OpenGL/Directx and OGRE programmingHomework on OGRE
9Rasterization, Anti-aliasing, and HLSLHomework on HLSL
10Texturing and Environmental MappingsHomework on mappings
11Illumination, Normal mappingHomework on illumination
12Shadowing
13Global illumination and Deferred shadingHomework on adv. İllumination
14Review and Project presentations
Recommended or Required Reading
COURSE BOOKS: Real-Time Rendering, Third Edition Tomas Akenine-Moller, Eric Haines AK Peters; 3 edition (July 31, 2008) ISBN: 1568814240 http://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akenine-Moller/dp/1568814240 AUXILIARY BOOKS: 1. Programming Vertex & Pixel Shaders Wolfgang Engel Charles River Media; 1 edition (September 2004) Language: English ISBN: 1584503491 http://www.amazon.com/Programming-Vertex-Pixel-Shaders/dp/1584503491/ref=sr_1_1?ie=UTF8&s=books&qid=1263300025&sr=1-1 2. C++ For Game Programmers Noel Llopis Charles River Media; 1 edition (April 2003) ISBN: 1584502274 http://www.amazon.com/C-Game-Programmers-Development /dp/1584502274/ref=sr_1_1?ie=UTF8&s=books&qid=1263300127&sr=1-1 3. Mathematics for 3D Game Programming and Computer Graphics, Second Edition Eric LengyeL Charles River Media; 2 edition (November 18, 2003) ISBN: 1584502770http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584502770/ref=sr_1_1? ie=UTF8&s=books&qid=1263300249&sr=1-1 4. Numerical Recipes 3rd Edition: The Art of Scientific Computing William H. Press, Saul A. Teukolsky, William T. Vetterling, Brian P. Flannery Cambridge University Press; 3 edition (September 10, 2007) ISBN: 0521880688 http://www.amazon.com/Numerical-Recipes-3rd-Scientific-Computing/dp/0521880688/ref=sr_1_1?ie=UTF8&s=books&qid=1263300475&sr=1-1 5. Pro OGRE 3D Programming (Hardcover) Gregory Junker Apress; 1 edition (September 25, 2006) ISBN: 1590597109 http://www.amazon.com/Pro-OGRE-Programming-Gregory-Junker/dp/1590597109
Planned Learning Activities and Teaching Methods
Assessment Methods and Criteria
Term (or Year) Learning ActivitiesQuantityWeight
SUM0
End Of Term (or Year) Learning ActivitiesQuantityWeight
SUM0
SUM0
Language of Instruction
Turkish
Work Placement(s)
None
Workload Calculation
ActivitiesNumberTime (hours)Total Work Load (hours)
Attending Lectures14342
Project Preparation14040
Project Presentation166
Reading11777
Homework9763
TOTAL WORKLOAD (hours)228
Contribution of Learning Outcomes to Programme Outcomes
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LO155             4       4
LO255   3 3 4    54 3     2
LO355   4 3               1
LO455   3 3       3       3
LO555     3               5
LO655   3 3       2       5
LO755   3 3       2        
LO855   4 3       2        
LO955   4 3       4       4
LO1055       4     3 2     3
* Contribution Level : 1 Very low 2 Low 3 Medium 4 High 5 Very High
 
Ege University, Bornova - İzmir / TURKEY • Phone: +90 232 311 10 10 • e-mail: intrec@mail.ege.edu.tr