COURSE SYLLABUS

Graphics programming and algorithms 7.5 credits

Grafikprogrammering och algoritmer
First cycle, S0008E
Version
Course syllabus valid: Autumn 2019 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 15 Feb 2016

Last revised
by Jonny Johansson, HUL SRT 13 Jun 2019

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 programming corresponding to D0009E Introduction to programming, D0037D Object oriented programmering, D0041D Datastructures and algorithms; knowledge in mathematics corresponding to M0043M Calculus and linear algebra; and graphics programming corresponding to S0006E Real-time computer graphics programming 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 a deeper understanding of theories in the field of computer graphics, as well as understanding of the underlying principles and algorithms behind real-time rendering.

The student should be able to:
  •     With broad knowledge in the field of computer graphics understand relationships at the system level, and apply knowledge of mathematics and science for specific issues. This is demonstrated through 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. This is demonstrated through laboratory simulations.
  •     Identify the need for further knowledge and to continuously develop the competence. This is demonstrated through the presentation of a in-depth study and the identification of further work.
  •     Understand, implement and develop algorithms for computer graphics and real-time rendering in computer games.
  •     Have an understanding of computer graphics role in computer games as well as insight into the development process.
  •     Implementing and developing optimised algorithms for computer graphics

Contents
During the course students work with :
  •     Pipeline optimization
  •     Algorithms  for graphics accelerations
  •     Curves and surfaces
  •     Advanced real-time rendering techniques
  •     Global illumination
  •     Terrain Rendering
  •     Animation Systems
  •     Management of meshes

Realization
The course consists of lectures, laboratory work and scientific papers. Compulsory participation in laboratory work.

Examination
Compulsory assignments in the form of laboratory work, essays or exams may occur. Each assignment is graded, after which the final grade is a weighted average of these scores. In every assignment is specified what is required for each grade.

Examiner
Patrik Holmlund

Transition terms
The course S0008E is equal to S0010D

Literature. Valid from Autumn 2016 Sp 1 (May change until 10 weeks before course start)

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

Modules
CodeDescriptionGrade scaleHPStatusFrom periodTitle
0001Laboratory workU G#4.00MandatoryA16
0002Written examG U 3 4 53.50MandatoryA16