Instructor: | Cem Yuksel (Office hours: by appointment, MEB 3116) |
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TAs: |
Hannah Swan Kui Wu Ian Mallett |
Time: | Tuesday & Thursday @ 2:00pm - 3:20pm |
Location: | WEB L110 |
Contact: | cs6610@googlegroups.com |
Overview
This course covers the fundamental concepts of interactive (and real-time) rendering. The topics covered in this course are directly related to any application domain that displays 3D information, ranging from video games to interactive visualization. This is a project-heavy course with multiple programming assignments.
Interactive rendering often relies on the GPU hardware to perform most of the rendering-related tasks. Therefore, this course will cover topics related to GPU programming for interactive rendering. The examples that will be covered in this course will use the OpenGL API and the OpenGL Shading Language (GLSL), but students are permitted to use other fundamental graphics API like Direct3D or Vulkan for their projects.
The Canvas page for the course will be primarily used for project submissions, announcements, and discussion board.
Course Objectives
The main objective of this course is to introduce students the fundamental concepts of interactive rendering in computer graphics.
At the conclusion of this course students will be able to:
• Understand the stages of the interactive graphics rendering pipeline,
• Effectively use OpenGL and GLSL,
• Write complex GPU shaders, and
• Implement modern interactive rendering methods.
Week | Date | Topic | Project Deadlines |
---|---|---|---|
1 | Jan 10 | Images and Transformations | |
Jan 12 | Rendering Algorithms | ||
2 | Jan 17 | The Graphics Pipeline | |
Jan 19 | Introduction to GLUT | ||
3 | Jan 24 | Introduction to Modern OpenGL | Project 1 deadline - Hello World |
Jan 26 | Introduction to GLSL | ||
4 | Jan 31 | Lights and Shading | Project 2 deadline - Transformations |
Feb 2 | The Rendering Equation | ||
5 | Feb 7 | Textures | Project 3 deadline - Shading |
Feb 9 | Textures (cont.) | ||
6 | Feb 14 | Render to Texture | Project 4 deadline - Textures |
Feb 16 | Selection | ||
7 | Feb 21 | Environment Mapping | Project 5 deadline - Render Buffers |
Feb 23 | Reflections | ||
8 | Feb 28 | — No Class — | |
Mar 2 | Shadow Mapping | Project 6 deadline - Environment Mapping | |
9 | Mar 7 | Geometry Shaders | |
Mar 9 | Q&A Session | Project 7 deadline - Shadow Mapping | |
10 | Mar 14 | — Spring Break — | |
Mar 16 | — Spring Break — | ||
11 | Mar 21 | Tessellation Shaders [1] | |
Mar 23 | Bump, Normal, Displacement, and Parallax Mapping | ||
12 | Mar 28 | Global Illumination and Ambient Occlusion | Final Project Proposal deadline |
Mar 30 | Light Mapping and Soft Shadows | ||
13 | Apr 4 | Transparency and Alpha Blending | |
Apr 6 | Volume Rendering | Final Project Progress Report deadline | |
14 | Apr 11 | Deferred Shading | |
Apr 13 | Compute Shaders | ||
15 | Apr 18 | — No Class — | |
Apr 20 | Final Project Presentations | Final Project deadline - Final Project | |
16 | Apr 25 | Final Project Presentations | |
Apr 27 | — | — |
Projects
Students must submit their source codes for each project through Canvas. Students are highly encouraged to use C++ for their projects.
Deadlines and Late Submissions: The deadline for each project is at noon (12:01pm) on the date indicated on the schedule (see above). Each student is permitted 3 late submissions without penalty, provided that the project is submitted before the next class time. Additional late submissions suffer a 20% penalty applied at each following class time. No late submission is accepted for the final project without prior permission from the instructor.
Project submissions are handled through canvas.
All projects are individual projects. Group projects are not permitted. Therefore, each student must write his/her own code. Collaboration between students is encouraged, but code sharing is not permitted. External libraries and source code can be used only for additional functionalities that are not core parts of the projects, and they should be clearly indicated in comments within the source code and in the project report.
Failure to follow these rules may lead to a failing grade. Academic misconduct will not be tolerated. See the Academic Misconduct Policy of the School of Computing for details.
Grading
Project 1 | 5 points |
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Projects 2-7 | 10 points |
Progress Report | 10 points |
Final Project | 25 points |
TOTAL | 100 points |
University of Utah Disability Accommodation Policy
The University of Utah seeks to provide equal access to its programs, services, and activities for people with disabilities. If you need accommodations in the class, reasonable prior notice should be given to the Center for Disability Services, 162 Olpin Union Building, 801-581-5020 (V/TDD), http://disability.utah.edu/. CDS will work with you and the instructor to make arrangements for accommodations.
References