The course teaches fundamental real-time rendering techniques like tessellation, deferred shading, and screen-space effects, and discusses bleeding-edge topics like real-time global illumination, physically-based rendering, and optimizing GPU performance.
The goal is to give you a firm understanding of all constituents of a modern real-time rendering engine!
The whole communication runs over the TUWEL-Page. Information regarding the exercises are also available on TUWEL.
Please register for the course on the TISS-Page!
In case of problems with TISS, TUWEL and for personal matters, feel free to send us an email: email@example.com
The course will take place in the Seminar Room FAV 05 (formerly: Seminarraum 186), in Favoritenstr. 9-11 / 5th floor.
Lectures are scheduled on Tuesdays, 13:00-15:00 c.t. and will be given in English.
||Assignment #1 goes online|
Introduction, Rendering pipeline re-cap, Normal Mapping re-cap,
Introduction to the exercise framework for the first two assignments.
Physically-based Shading, Order-Independent Transparency
||Assignment #2 goes online|
Geometry and Tessellation
||Deadline for Assignment #1|
||Deadline for Assignment #2|
||Assignment #3 goes online|
Introduction to Vulkan
Introduction to the exercise framework for assignments #3 and #4
|05.05.2020||13:00-15:00||Assignments #1 and #2 solution presentation and group discussion (compulsory attendance)|
Soft Shadows and Real-Time Global Illumination
Real-Time Ray Tracing
||Deadline for Assignment #3|
||Assignment #4 goes online|
|26.05.2020||13:00-15:00||Christian Freude and Joao Afonso Cardoso
|09.06.2020||13:00-15:00||Assignment #3 solution presentation and group discussion (compulsory attendance)|
||Deadline for Assignment #4|
|30.06.2020||13:00-15:00||Assignment #4 solution presentation and group discussion (compulsory attendance)|
The lecture is accompanied by assignments that cover advanced but fundamental techniques of real-time rendering. Assignments are programming exercises in frameworks based on (modern) C++ and OpenGL or Vulkan. Ready-to-use versions of the frameworks and the assignments will be provided for Visual Studio 2019.
All assignments will be available on TUWEL at the dates stated above.
|Assignment #1||Normal Mapping
Tangent Space, Blinn-Phong Shading, Physically-based Shading (bonus)
|10 points (+10 bonus points)|
|Assignment #2||Hardware Tessellation
PN-Triangles, Adaptive Tessellation, Displacement Mapping
|30 points (+20 bonus points)|
|Assignment #3||Deferred Shading and Synchronization
Vulkan Synchronization, Deferred Shading, MSAA
|30 points (+14 bonus points)|
|Assignment #4||Screen-Space Effects
Screen-Space Ambient Occlusion, HDR Rendering + Tone Mapping, Screen-Space Reflections, Temporal Anti-Aliasing, Real-Time Ray Tracing
|30 points (+22 bonus points)|
Every assignment will feature a set of basic tasks and bonus tasks. Solving bonus tasks will allow you to earn more than 100% of the regular point maximum for this assignment. With this, you may compensate lower percentages in other assignments.
|5||00 - 49 points|
|4||50 - 62 points|
|3||63 - 74 points|
|2||75 - 87 points|