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 |