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A4M39PGR2 |
Computer Graphics 2 |
Roles: | |
Extent of teaching: | 2P+2C |
Department: | 13139 |
Language of teaching: | CS |
Guarantors: | |
Completion: | Z,ZK |
Lecturers: | |
Credits: | 6 |
Tutors: | |
Semester: | L |
Web page:
https://cent.felk.cvut.cz/courses/PGR2/
Anotation:
The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming. Focus is given on theoretical and practical experiences with OpenGL graphical library and with its extensions. Students learn GLSL language together with programming of graphical cards on the graphical pipeline level (vertex and fragment shaders].
Study targets:
The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming.
Course outlines:
1. | | Introduction, OpenGL extensions |
2. | | introduction to architecture and programming of GPU pipeline, GLSL language |
3. | | Profiling a optimization of graphical applications, gDEBugger |
4. | | Advanced texturing I. multitexturing, cube map., enviroment mapping |
5. | | Advanced texturing II. bump-, parallax-, displacement-mapping |
6. | | Advanced texturing III. tex. coords in GPU, proj. mapping, interpolations |
7. | | Image based rendering and billboarding |
8. | | Render to texture |
9. | | Generation of , shades |
10. | | Architekture of nowadays GPU |
11. | | GPGPU - programming of non-graphical applications on GPU |
12. | | Multipass algorithms |
13. | | Graphical libraries and "engines" |
ping
4. | | Vertex shaders and pixel shaders |
5. | | GLSL language |
6. | | Vertex Objects, Buffer objects, P-Buffer |
7 Advanced lighting techniques (curves)
8. | | Advanced lighting techniques (evaluators and NURBS) |
9. | | Advanced modeling techniques (tesselators) |
10. | | Advanced lighting techniques (reflections, shadows and bump-mapping) |
11. | | GPU debugging tools |
12. | | More raster operations, procedural texture generation |
13. | | Increasing of graphical application throughput |
Exercises outline:
1. | | Organization of seminars, assignments. |
Transformations fro GPU point of view
2. | | Vertex processor I, vertex shader |
3. | | Sending geometry data to GPU I. |
4. | | Sending geometry data to GPU II. |
5. | | Vertex processor II |
6. | | Fragment procesor I, fragment shader |
7. | | Fragment procesor II |
8. | | Fragment procesor III |
9. | | Render to texture I 10. Render to texture II. |
11. | | Geometry procesor, geometry shader |
12. | | Asynchronous queries on GPU |
13. | | Assignments check, crediting |
Literature:
1. | | T. Akenine-Möller, E. Haines, and N. Hoffman. Real-Time Rendering, A.K. Peters Ltd., 3rd edition, 2008 |
2. | | Randi J. Rost. OpenGL Shading Language, Addison-Wesley Professional, 2004 |
Requirements:
Prerequisite: Fundamental knowledge of OpenGL (In the range of AE4M39PGR course).
https://cent.felk.cvut.cz/courses/PGR2/
Keywords:
OpenGL, GLSL, extensions, advanced texturing, shades
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Page updated 14.3.2025 17:51:17, semester: Z/2025-6, L/2024-5, L/2025-6, Z/2024-5, Send comments about the content to the Administrators of the Academic Programs |
Proposal and Realization: I. Halaška (K336), J. Novák (K336) |