3 credits
Spring 2025 Lecture Upper DivisionThis course focuses on a working knowledge of real-time rendering and shaders using GPI. Students will learn how to program advanced computer graphics techniques and how to benefit from the existing graphics hardware in an efficient way. The main focus is on programming modern graphical processing units (GPUs) using the GLSL, CG and OpenGL. Students will learn what the data-flow programming model is, and how to write vertex, geometry, tessellation, and fragment shaders. Another output is using texturing and lighting on the low level of the GPU and the next step is to provide animations using vertex shaders. Advanced texturing techniques such as bump mapping or environment mapping will be explained. Permission of instructor required.
Learning Outcomes1Understand the OpenGL pipeline and the OpenGL API.
2Understand and apply the most advanced GPU features such as shaders and FBOs.
3Advanced Modeling: understand and actively apply modeling techniques such as surface skinning, vertex shaders, tessellation surfaces, etc.
4Advanced Transformations: understand and actively apply modeling and viewing transformations, bounding volume hierarchies and quaternions.
5Texturing: understand and actively apply texturing, 2D image manipulation, multiple reflections using shaders, bump mapping on the GPU and shadow generation.
6Level of Detail: understand and actively apply level of detail techniques.