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COURSE SYLLABUS

Real-time computer graphics programming 7.5 credits

Programmering av realtidsgrafik
First cycle, S0006E
Version
Course syllabus valid: Autumn 2020 Sp 1 - Present
The version indicates the term and period for which this course syllabus is valid. The most recent version of the course syllabus is shown first.

Syllabus established
by Jonny Johansson, HUL SRT 16 Feb 2015

Last revised
by Jonny Johansson, HUL SRT 18 Jun 2020

Education level
First cycle
Grade scale
G U 3 4 5
Subject
Media Technology
Subject group (SCB)
Computer Technology

Entry requirements

In order to meet the general entry requirements for first cycle studies you must have successfully completed upper secondary education and documented skills in English language and Knowledge in mathematics and programming, e.g. D0037D Object oriented programming, D0009E Introduction to programming, D0041D Data structures and algorithms, M0043M Mathematics II - Calculus and linear algebra or equivalent.


More information about English language requirements


Selection

The selection is based on 1-165 credits.



Course Aim
The course aims to give students an understanding of theories in the field of computer graphics, and understanding of underlying principles and algorithms behind the real-time rendering. The student should be able to: 
  • With broad knowledge in the field of computer graphics to understand the system level, and apply knowledge of mathematics and science for specific issues. It is shown through the presentation of concepts for real-time rendering in computer games.
  • Model, simulate, predict and evaluate methods and algorithms for real-time rendering in computer games.
  • Identify the need for further knowledge and to continuously upgrade their skills, demonstrated through the presentation of an in-depth study of the identification of further work.
  • Understand, implement, and develop algorithms for computer graphics and real-time rendering in computer games.
  • Have insight into the role of computer graphics in computer games as well as insight into the development process.
  • Understand basic optimization algorithms for real-time rendering.

Contents
This course covers:
  • The Rendering Pipeline
  • Basic tools for manipulation of objects and views
  • Scene graphs
  • Data structures for real-time rendering
  • Definition of material and light properties for real-time rendering
  • Texture mapping algorithms
  • Real Time Lighting and shading
  • Optimization algorithms for real-time rendering

Realization
The course consists of lectures and seminars. Seminars are based on recent scientific publications. Mandatory participation in laboratory work.

Examination
Compulsory assignments or seminars may occur.  Each assignment is graded, after which the final grade for the course is a combination of these grades. Each assignment specifies what is required for various grades. 

Examiner
Patrik Holmlund

Transition terms
The course S0006E is equal to s0016d

Literature. Valid from Autumn 2020 Sp 1 (May change until 10 weeks before course start)
Title: Real-Time Rendering, Fourth Edition
Authors: Akenine-Möller Tomas, Haines Eric, Naty Hoffman
ISBN-10: 9781138627000

Course offered by
Department of Computer Science, Electrical and Space Engineering

Modules
CodeDescriptionGrade scaleHPStatusFrom periodTitle
0005Laboratory workU G#0.50MandatoryA20
0006Laboratory workU G#1.00MandatoryA20
0007Laboratory workU G#1.00MandatoryA20
0008Laboratory workU G#1.00MandatoryA20
0009Laboratory workG U 3 4 52.00MandatoryA20
0010Laboratory workG U 3 4 52.00MandatoryA20

Study guidance
Study guidance for the course is to be found in our learning platform Canvas before the course starts. Students applying for single subject courses get more information in the Welcome letter. You will find the learning platform via My LTU.