Aim of the course
The course relates to the creation of synthetic images in real time. Its purpose is to discuss the basic techniques of 3D graphics offered by nowadays graphic cards, used mainly in modern computer games. These techniques will be presented using the OpenGL version 3.3 or 4.0. Particular emphasis will be on modern techniques for lighting.
Recalling: transformations, spaces of: view, world, model, tangential. Introduction to the geometry programs on GPU. Local lighting models: Phong, Cook-Torrance, Ashikhmin-Shirley. Mapping techniques of movements and inequality. Rendering translucent objects. The method of deferred shading. Shadow Maps - techniques: basic, PCF and VSM for point and directional lights. Post-Processing, HDR and tone mapping. Antialiasing techniques.
Overview of the course elements
The course includes laboratory classes. Their implementation will consolidate the gained knowledge of theoretical and practical issues related to the simplified rendering of scenes, for example, needed for 3D computer games.
1. Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Real-Time Rendering, third edition, AK PE- TERS 2008, www.realtimerendering.com
2. GPU Gems 1-3, http://developer.nvidia.com/object/gpu_gems_home.html
3. Mark Segal, Kurt Akeley, The OpenGL Graphics System: A Specification (version 4.0), 2010, http://www.opengl.org/registry/
4. John Kessenich, Dave Baldwin, Randi Rost, The OpenGL Shading Language, Language Version: 4.0, 2010, http://www.opengl.org/registry/