Real-Time Graphics Programming
A.Y. 2024/2025
Learning objectives
The goal of the course is to provide theoretical and practical fundamentals for the implementation of interactive graphics applications.
Expected learning outcomes
At the end of the course, the student will be able to understand the main stages of the real-time graphics rendering pipeline, and to implement real-time graphics applications using low-level graphics API.
Lesson period: Second semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course can be attended as a single course.
Course syllabus and organization
Single session
Responsible
Lesson period
Second semester
Course syllabus
The topics of the course are:
- Introduction to Real-time Computer Graphics
- Real-time rendering pipeline
- Introduction to Graphics Programming APIs
- 3D models and data structures for Real-time Graphics
- Transformations and Projections
- Collision detection
- Physics based animation
- Vertex and Fragment Shaders implementation
- Texturing and Procedural Texturing
- Illumination models
- Introduction to Real-time Computer Graphics
- Real-time rendering pipeline
- Introduction to Graphics Programming APIs
- 3D models and data structures for Real-time Graphics
- Transformations and Projections
- Collision detection
- Physics based animation
- Vertex and Fragment Shaders implementation
- Texturing and Procedural Texturing
- Illumination models
Prerequisites for admission
Good knowledge of Linear Algebra and Trigonometry principles. Good knowledge of object-oriented programming principles.
Teaching methods
Frontal teaching.
Teaching Resources
Suggested textbooks:
- T. Akenin-Moeller, E. Haines, N. Hoffman, "Real-Time Rendering", 4th edition, A.K. Peters, 2018
- J. Gregory, "Game Engine Architecture", 3rd edition, CRC Press, Taylor & Francis Group, 2018
- M. Bailey, S. Cunningham, "Graphics Shaders: Theory and Practice", 2nd edition, CRC Press, Taylor & Francis Group, 2011
- D. Wolff, "OpenGL 4 Shading Language Cookbook", 2nd Edition, Packt Publishing, 2013
- T. Akenin-Moeller, E. Haines, N. Hoffman, "Real-Time Rendering", 4th edition, A.K. Peters, 2018
- J. Gregory, "Game Engine Architecture", 3rd edition, CRC Press, Taylor & Francis Group, 2018
- M. Bailey, S. Cunningham, "Graphics Shaders: Theory and Practice", 2nd edition, CRC Press, Taylor & Francis Group, 2011
- D. Wolff, "OpenGL 4 Shading Language Cookbook", 2nd Edition, Packt Publishing, 2013
Assessment methods and Criteria
The evaluation is based on the development of a project, and on an oral interview. The oral interview is focused on the discussion of the development choices, and of some theoretical topics. The final grade is expressed in a rank between 0 and 30, and it is based on the quality of the graphics programming techniques used in the project, and on the clarity of expression during the oral interview.
INF/01 - INFORMATICS - University credits: 6
Lessons: 48 hours
Professor:
Gadia Davide
Shifts:
Turno
Professor:
Gadia DavideProfessor(s)
Reception:
Send an email to set up a meeting
Dip Informatica "Giovanni Degli Antoni", Via Celoria 18, room 3005