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Course Type (SWS)
Lecture: 3 │ Exercise: 1 │ Lab: 0 │ Seminar: 0
Exam Number: ZKD 50032
Type of Lecture:

in-class lecture using slideware and moodle

Language: English
Cycle: SS
ECTS: 6
Exam Type

oral examination, 45 minutes

Oral Exam (40 min.)
assigned Study Courses
assigned People
assigned Modules
Information
Beschreibung:

Die Vorlesung erläutert systematisch die grundlegenden Konzepte aktueller 3D-Umgebungen.
Inhalte im Einzelnen:
- Architektur von Graphikprozessoren
- Low level und high level Shadersprachen
- Graphik und Medienbibliotheken OpenGL und DirectX
– interaktive Reflektions- und Refraktionsberechnung
– Schattenberechnung
– Einführung in radiometrische Größen
– Radiosity
– Irradiance Volumes
– Precomputed Radiance Transfer
– Ambient Occlusion
– Terrain Rendering & Synthese
– Fur
– High Dynamic Range Imaging

Lernziele:

Die Studierenden lernen in dieser Veranstaltung fortgeschrittene Algorithmen moderner Grafiksysteme kennen. Aufbauend auf den Grundkenntnissen der 3D Computergraphik werden Kenntnisse über Algorithmen und Konzepte zur Generierung und Visualisierung von 3D-Welten erworben. Die Studierenden verstehen die Funktionsweise aktueller Grafikengines wie sie z.B. in der Filmindustrie, aktuellen Spielen und virtuellen- bzw. erweiterten- Realitätssystemen zum Einsatz kommen.

Literatur:

- Aktuelle Internetliteratur
- Eberly: 3D Game Engine Design, Morgan Kaufmann
- Fernando: GPUGems Series, Addison-Wesley
- DeLoura et. al: Game Programming Gems Series, Charles River Media

Vorleistung:
Infolink:
Bemerkung:
Description:

In this lecture a number of state of the art concepts of 3D environments are explained in a systematic way.
In particular the lecture contains topics such as:
the architecture of graphics hardware,
low- and high-level APIs,
OpenGL and DirectX,
interactive reflection and refraction,
methods to simulate shadow,
an introduction to radiometric quantities,
radiosity,
irradiance volumes,
precomputed radiance transfer,
ambient occlusion,
terrain rendering and terrain synthesis,
hair and fur rendering, and
high dynamic range imaging.

Learning Targets:

After attending this lecture, students will be able to understand and implement state of the art graphics algorithms. Students with a basic understand of 3D computer graphics will learn advanced concepts that build on that foundation, including algorithms for the generation and visualization of interactive 3D worlds. Students who take this course will understand the workings of current graphics engines used in both the movie and game industry for virtual and augmented reality scenarios.

Literature:

- Aktuelle Internetliteratur
- Eberly: 3D Game Engine Design, Morgan Kaufmann
- Fernando: GPUGems Series, Addison-Wesley
- DeLoura et. al: Game Programming Gems Series, Charles River Media

Pre-Qualifications:
Info Link:
Notice: