Each module contains 3 ECTS. You choose a total of 10 modules/30 ECTS in the following module categories:
- 12-15 ECTS in technical scientific modules (TSM)
TSM modules teach profile-specific specialist skills and supplement the decentralised specialisation modules. - 9-12 ECTS in fundamental theoretical principles modules (FTP)
FTP modules deal with theoretical fundamentals such as higher mathematics, physics, information theory, chemistry, etc. They will teach more detailed, abstract scientific knowledge and help you to bridge the gap between abstraction and application that is so important for innovation. - 6-9 ECTS in context modules (CM)
CM modules will impart additional skills in areas such as technology management, business administration, communication, project management, patent law, contract law, etc.
In the module description (download pdf) you find the entire language information per module divided into the following categories:
- instruction
- documentation
- examination
The objective of this course is to offer both theoretical knowledge and practical expertise in the realm of contemporary real-time 3D Computer Graphics (CG) systems.
In this class, you will delve deep into the world of modern GPU programming techniques, gaining firsthand experience to enhance the realism and performance of 3D rendering software. You'll explore the generation of complex synthetic images, mastering the intricacies of advanced lighting models, shadows, a multitude of post-processing filters, and achieving precise transparency effects, among other topics.
Prerequisites
Linear algebra (vectors, matrices, homogeneous coordinates), C/C++ programming, 3D computer graphics (basic real-time rasterization).
Learning Objectives
Through this course, the student acquires a better understanding of the ecosystem, technology, and mathematics behind current generation's real-time rendering software, and gets solid foundations to further move in this field on his/her own.
The course contents are not only approached from a theoretical or introductory point of view, but always discussed in-depth and supported by their direct, effective implementation (via tutorials and assignments) on dedicated hardware.
Thanks to the direct experience gained in dealing with the complexity of modern GPU programming and selected state-of-the-art techniques used by the leading industry, students can integrate similar solutions in their projects.
Contents of Module
The module covers the following topics (including the % of weight given to each of them):
- GPU programming and software architecturing via a modern API with particular focus on code design and performance implications (30%).
- Realistic lighting through Physically-Based Rendering (PBR), global illumination, real-time ray tracing, and shadow mapping (30%).
- Deferred rendering: advantages and limitations (15%).
- The problem of correct Order-Independent Transparency (OIT) and its solutions (15%).
- Post-processing effects to enhance image quality: anti-aliasing, High-Dynamic Range (HDR), tone mapping, and ambient occlusion (10%).
Teaching and Learning Methods
Lectures, tutorials, demos, and practical work on computer and dedicated hardware. Students will be asked to implement selected techniques on their own as assignment.
Literature
Graham Sellers, Richard S. Wright, and Nicholas Haemel. 2015. OpenGL Superbible: Comprehensive Tutorial and Reference (7th ed.). Addison-Wesley Professional.
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