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Advanced graphics

Website:website containing additional information
Course code:INFOMAGR
Credits:7.5 ECTS
Period:period 2 (week 46 through 5, i.e., 14-11-2016 through 3-2-2017; retake week 16)
Participants:up till now 40 subscriptions
Schedule:Official schedule representation can be found in Osiris
Teachers:Dit is een oud rooster!
lecture   Tue 11.00-12.4546-51 HFG-611AB Jacco Bikker
2-4 HFG-611AB
Thu 13.15-17.0046-51 HFG-611AB
2-4 HFG-611AB
week: 5Thu 1-2-201817.00-20.00 uurroom: EDUC-MEGARON
Note:No up-to-date course description available.
Text below is from year 2015/2016
Contents:ADVANCED GRAPHICS 2015/2016.
The master course Advanced Graphics addresses advanced topics in 3D computer graphics. The focus of the course is physically-based rendering of 3D scenes. The course has two main focus areas: rendering algorithms and making rendering more efficient. Efficiency will be sought through acceleration structure construction and traversal and variance reduction.

The course starts with a recap of Whitted-style ray tracing. We then explore various acceleration structures that help to run the ray tracing algorithm in real-time on commodity hardware. We will see that a well-built bounding volume hierarchy provides both flexibility and speed, for static and dynamic scenes.

The second part of the course introduces the path tracing algorithm, and related light transport theory. We investigate various methods to improve the efficiency of the algorithm using probability theory. We will see that efficient path tracing can yield interactive frame rates.

In the third part of the course we use GPGPU to run ray tracing and path tracing on the GPU. We will explore recent research in high performance stochastic rendering.

  • Basic knowledge in linear algebra, calculus, probability theory as required for the masters program, see "Elementary maths for GMT" (we will still recap important concepts but move quickly).
  • Fundamentals in algorithms and data structures.
  • Bachelor level knowledge in computer graphics is strongly recommended. Without prior graphics knowledge, you will need substantial additional time (and probably some talent).
  • Good programming skills; C# and C++ will both work, but for optimal performance and low level control, C++ is recommended. Plan for additional time if you plan to familiarize yourself with C++ during the course.
  • Good to have: Basic experience with graphics programming (e.g. OpenGL / DirectX).
  • Literature:May change!
    The course does not strictly follow a fixed textbook. During the course, a number of papers will be used. These will be specified in the lectures.
    Course form:The course consists of a lecture and a practical project.
    Exam form:In order to pass the course, there are three requirements:
    (i) You have to complete the practical project successfully, at least with a grade of 5.0. The project will be done as group work, but it must be clear that each individual student has contributed sufficiently.
    (ii) You have to participate in a final exam and obtain a minimum score of 5.0.
    (iii) The overall score is a weighted average of practicals (50%), and final exam (50%). The overall score must be at least 6.0 (after rounding) to pass the course.
    Minimum effort to qualify for 2nd chance exam:To qualify for the retake exam, the grade of the original must be at least 4.