Advanced Graphics (INFOMAGR)
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Format and Organization |
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 assumes prior experience with Whitted-style ray tracing. We 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 course also 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. Finally we use general-purpose GPU programming (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:
Peter Vangorp (p.vangorp@uu.nl)
Lectures will be streamed live on Teams for those who
cannot be physically on campus. Lecture recordings will
be made available for later reference. Slides will be
made available in advance. Practical assignments Final Exam
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Extensions and Exceptions |
If you need to skip or postpone a deadline or an exam for any reason (e.g., health, family), please notify your study advisor, cc: the course coordinator (p.vangorp@uu.nl), as soon as possible. No sensitive details are needed in this initial email. If necessary, the study advisor will discuss details with you in confidence. Please ask the study advisor to send their recommendation to the course coordinator directly. You are not automatically eligible for a retake if you
miss a deadline or exam without notifying your study
advisor and course coordinator. |
Topics |
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Downloads |
SUPPLEMENTAL MATERIAL Practical assignments will be made available in Teams and must be submitted via Blackboard.
An optional C++ programming template is available on GitHub.
VoxelWorld template is also available on GitHub. |
Practical Assignments |
The course includes two small software projects 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.
The final grade for the practical assignments is
calculated as follows: practical grade P = (P1 + 2
* P2) / 3
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Grading |
GRADING In order to pass the course, you must meet these
requirements: Practical grade P = (P1 + 2 * P2) / 3 Where P >= 4.5 RETAKES AND REQUIREMENTS There will be an opportunity for a retake exam or one retake assignment. In order to qualify, you must meet all assignment deadlines and participate in the exam (or obtain an extension or exception), and you must have a final grade (F) of at least 4.0. The retake exam or assignment replaces the corresponding exam or assignment. IMPORTANT: you
can only do a retake if you have both a high-enough but
non-passing grade (i.e., 4.0 <= F < 6.0).
If you are retaking this course it may be possible to transfer only your previous practical grades to this academic year. You must always retake the exam. Contact the lecturer to request a transfer of practical grades. |
Literature & Links |
LITERATURE
Recommended books (available for free
online)
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