Real-Time Rendering
Instructor:
David Luebke, luebke@cs.virginia.edu
Texts:
Required:
Real-Time Rendering (2nd edition) by Tomas Akenine-Moller and Eric Haines, AK Peters (2002).
This book is a significant update from the (excellent) first edition, and contains a great deal of additional material. In particular there are new chapters on advanced shading techniques, shading capabilities of modern hardware, and so on. It is an excellent book that anybody serious about a career in computer graphics ought to own. One of the best aspects of the book is the accompanying web site, a vast compendium of graphics resources that the authors keep very up-to-date.
Real-Time Rendering 3rd edition Book
Description:
This course will examine real-time rendering of high-quality interactive
graphics. Applications such as video games, simulators, and virtual reality have
recently become capable of near cinematic-quality visuals at real-time rates. We
will study the advances in graphics hardware and algorithms that are making this
possible. Over several projects throughout the semester students will work in
small teams to develop a small 3D game engine incorporating some
state of the art techniques. Examples of these techniques (and topics we will
cover in class) include non-photorealistic rendering, occlusion culling, level
of detail, terrain rendering, shadow generation, image-based rendering, and
physical simulation.
Lectures:
Some lectures are accompanied by Powerpoint presentations,
often from other sources (e.g., NVIDIA presentations at Game Developers
Conference). The original presentations will be included below for your
convenience. For copyright-related reasons, some of these links will only work if
you are browsing from a virginia.edu IP address.Lecture | Topic | |||||
1 | Introduction; overview; the graphics pipeline then and now [ppt] | |||||
2 | Rendering engine basics: high-level pipelining [ppt] | |||||
3 | Rendering engine basics: the scene graph | |||||
4 | ||||||
5 | Rendering engine basics: more on efficient rendering [ppt] | |||||
6 | Level of detail: introduction [ppt] | |||||
7 | Visibility: view-frustum culling, cells and portals [ppt] | |||||
8 | Visibility: cell and portals continued, hierarchical Z-buffer [ppt] | |||||
9 | Visibility: hardware-supported occlusion queries, portal textures [ppt] | |||||
10 | Advanced texturing: point sprites, billboards, special effects [ppt] | |||||
11 | NV30; writing vertex and fragment programs with Cg [ppt] | |||||
12 | Non-photorealistic rendering: toon shading, silhouettes [ppt] DROP DATE |
|||||
13 | Non-photorealistic rendering: painting, sketching, hatching [ppt] | |||||
14 | Shadow algorithms: planar shadows, shadow volumes [ppt] | |||||
15 | Shadow algorithms: shadow volumes cont., shadow maps [ppt] | |||||
SPRING BREAK | ||||||
16 | Shadow algorithms: smoothies and other advanced techniques [ppt] | |||||
17 | Image-based rendering: images with depth [ppt] | |||||
18 | Image-based rendering: pure IBR, hybrid approaches [ppt] | |||||
19 | Level of detail: simplification operators [ppt] | |||||
20 | Level of detail: simplification algorithms, geometric and perceptual error [ppt] | |||||
21 | Level of detail: quadrics and view-dependent LOD [ppt] | |||||
22 | Balancing the pipeline: finding and eliminating bottlenecks [ppt] [pdf] | |||||
23 | Balancing the pipeline cont. [ppt] | |||||
24 | Interruptible rendering [ppt] | |||||
25 | Parallel
rendering; Chromium (Guest lecture: Greg Humphreys). |
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26 | Interactive ray tracing: software [ppt] | |||||
27 | Interactive ray tracing: hardware [ppt] | |||||
28 | General-Purpose GPU Computing [www] | |||||
Some Books On Computer Graphics for Reading and Downloading for Free:
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