Course Unit Code  Course Unit Title  Type of Course Unit  Year of Study  Semester  Number of ECTS Credits  9105056252011  Advanced Rendering Techniques  Elective  1  1  8 

Level of Course Unit 
Third Cycle 
Language of Instruction 
Turkish 
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 
1  To be able to comprehend mathematical basics which are used in computer graphics and to use them in computer graphics.  2  To be able to make graphics programming using OpenGL/DirectX & OGRE.  3  To be able to comprehend computer graphics hardware.  4  To be able to comprehend illumination of graphical objects and to carry out them in computer graphics.  5  To be able to comprehend using High Level Sahding Language (HLSL).  6  To be able to comprehend environmental mappings and texturing.  7  To be able to comprehend advanced illumination and lighting models.  8  To be able to comprehend shadows.  9   10  

Mode of Delivery 
Face to Face 
Prerequisites and corequisities 
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 

1  Mathematical Foundations    2  Using C++ and STL Transformations  Homework on basic Transformations   3  Coordinate systems, basic structures and using RenderMonk.  Developing on RenderMonkey   4  Projections and viewing, basic math. Objects.    5  Bounding box, Collution detection  Some practices on Col. Detection tests   6  Spatial data structures and scene graphs    7  CPU and GPU programming  Homework on GPU   8  OpenGL/Directx and OGRE programming  Homework on OGRE   9  Rasterization, Antialiasing, and HLSL  Homework on HLSL   10  Texturing and Environmental Mappings  Homework on mappings   11  Illumination, Normal mapping  Homework on illumination   12  Shadowing    13  Global illumination and Deferred shading  Homework on adv. İllumination   14  Review and Project presentations   

Recommended or Required Reading 
COURSE BOOKS:
RealTime Rendering, Third Edition Tomas AkenineMoller, Eric Haines AK Peters; 3 edition (July 31, 2008) ISBN: 1568814240 http://www.amazon.com/RealTimeRenderingThirdTomasAkenineMoller/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/ProgrammingVertexPixelShaders/dp/1584503491/ref=sr_1_1?ie=UTF8&s=books&qid=1263300025&sr=11
2. C++ For Game Programmers Noel Llopis Charles River Media; 1 edition (April 2003) ISBN: 1584502274 http://www.amazon.com/CGameProgrammersDevelopment /dp/1584502274/ref=sr_1_1?ie=UTF8&s=books&qid=1263300127&sr=11
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/MathematicsProgrammingComputerGraphicsDevelopment/dp/1584502770/ref=sr_1_1? ie=UTF8&s=books&qid=1263300249&sr=11
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/NumericalRecipes3rdScientificComputing/dp/0521880688/ref=sr_1_1?ie=UTF8&s=books&qid=1263300475&sr=11
5. Pro OGRE 3D Programming (Hardcover) Gregory Junker Apress; 1 edition (September 25, 2006) ISBN: 1590597109 http://www.amazon.com/ProOGREProgrammingGregoryJunker/dp/1590597109

Planned Learning Activities and Teaching Methods 

Assessment Methods and Criteria   Work Placement(s)  None 

Workload Calculation 