- 4MMRTR

Informations générales

  • Number of hours

    • Lectures 24.0
    • Projects -
    • Tutorials -
    • Internship -
    • Laboratory works 24.0
    • Written tests -

    ECTS

    ECTS 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

Prerequisites

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
see the course schedule for 2026-2027

Additional Information

Course ID : 4MMRTR
Course language(s): FR

You can find this course among all other courses.