Informations générales
Number of hours
- Lectures 24.0
- Projects -
- Tutorials -
- Internship -
- Laboratory works 24.0
- Written tests -
ECTSECTS
4.0
Goal(s)
The objective of this course unit is to cover real-time rendering on graphics cards. To do so, this course will address the key concepts for real-time 3D scene rendering.
The course will cover technical notions related to engine programming:
Communication between CPU and GPU via a graphics API (Vulkan C++)
GPU programming via a dedicated language (Slang or GLSL)
Physics and optics concepts to model interactions between light and matter:
Interaction between an opaque surface and light ? BRDF (Bidirectional Reflectance Distribution Function)
Interaction between an absorbing volume (cloud, smoke, fog) and light ? Radiative Transfer Equation
The approximations and assumptions that can be used to compute light-matter interactions efficiently.
Responsible(s)
Thibault TRICARD
Content(s)
Introduction to modern graphics APIs
Overview of the different pipelines
Compute Pipeline
Descriptor sets
Buffers
Images
SwapChain and on-screen display
Graphics Pipeline and render passes
Phong shading recap
Textures, UV mapping, mipmapping, normal maps
BRDFs
Volumetric rendering
2D and 3D procedural textures
Intro à l'informatique visuelle
Test
Evaluation : Examen écrit (2h)
Resit : Examen écrit (2h)
Questions on lectures,labs, and reasoning
Calendar
The course exists in the following branches:
- Curriculum - Core curriculum - Semester 8
Additional Information
Course ID : 4MMRTR
Course language(s): 
You can find this course among all other courses.