Advanced GraphicsUniversiteit Utrecht - Information and Computing Sciencesacademic year 2021/22 – 2nd block |
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Format and Organization
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Overview 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 (rather than low level
optimization). 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.
You will have practical experience in the following
topics:
You will have a reasonable grasp of several related
topics:
Lecturer: Jacco Bikker (j.bikker@uu.nl)
We will try to record the lectures for those that
cannot be physically on campus. Practicals Final Exam
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Topics |
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Downloads
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LECTURE SLIDES and RECORDINGS
Subsequent lectures will be made available during the
course. SUPPLEMENTAL MATERIAL The 2018/2019 exam, with answers.The 2017/2018 exam, with answers. The 2016/2017 exam, with answers. The 2015/2016 exam, with answers. More will be made available in Teams.
Cross-platform C/C++ template, no OpenCL support: tmpl_2019_v2.zip Generic C# template: template_csharp.zip GPGPU / OpenCL / C# template: tmpl_OCL_Csharp_2018.zip
VoxelWorld template is also available on GitHub. |
Practical
Assignments
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The course includes a software project that should be
worked on in pairs. It is allowed to work on this alone,
but be aware that the scope of the project is tuned for
duos. There are three milestones for this project:
The final grade for the software project is calculated as
follows: practical grade = (P1 + P2
+ 2 * P3) / 4
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Grading
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GRADING In order to pass the course, you must meet these
requirements: Practical grade P = (P1 + P2 + 2 * P3) / 4 Where P >= 4.5 RETAKES AND REQUIREMENTS There will be an opportunity for a retake exam or a retake assignment. In order to qualify, a grade of at least 4.0 is required in both areas (final exam, practicals). The retake exam or assignment replaces the matching exam or assignment. IMPORTANT: you can only take the retake exam if you have both a high-enough but non-passing grade (i.e., at least 4.0 and less than 5.5).
If you are retaking this course it may be possible to transfer partial grades to this academic year. This is only possible for practical assignment grades; if you are retaking Advanced Graphics, you must retake the exam. Contact me for details. |
Literature & Links
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LITERATURE
Recommended literature PAPERS & ONLINE MATERIALS |
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