052214 VU Real-Time Computer Graphics (2018W)
Continuous assessment of course work
Labels
Registration/Deregistration
- Registration is open from Sa 08.09.2018 09:00 to Su 23.09.2018 23:59
- Deregistration possible until Su 14.10.2018 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
Wednesday
03.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
10.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
17.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
24.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
31.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
07.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
14.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
21.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
28.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
05.12.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
12.12.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
09.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
16.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
23.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
30.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Information
Aims, contents and method of the course
The course teaches the basics of the Vulkan API. Participants learn about mathematical foundations including coordinate transforms, WorldViewProjection matrix, orientation and Quaternions, Scene Graphs, Vulkan API, GLSL, textures, mip-mapping, normal maps, stencil buffer, shadowing, deferred rendering, etc. After the course participants are able to create their own render engine and use it to program a game.
Assessment and permitted materials
Every week a new programming task will be handed out that should be finished and uploaded into the e-learning system until the next lecture. In the last quarter participants should program a working game based on the current render engine.
Weekly tasks account for 70% of the final mark, and the game 30%. However, the game is mandatory, not finishing it will result in a negative grade.
Gradings are computed from the weighted sum:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)
Weekly tasks account for 70% of the final mark, and the game 30%. However, the game is mandatory, not finishing it will result in a negative grade.
Gradings are computed from the weighted sum:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)
Minimum requirements and assessment criteria
Basics of C++, there will be a tutorium for C++
Examination topics
Vulkan API, continuous evaluation
Reading list
Pawel Lapinski, Vulkan Cookbook, Packt, April 2017
The Khronos Vulkan Working Group, Vulkan Specification 1.1
Vulkan Tutorial, https://vulkan-tutorial.com/
Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, Real-time Rendering, CRC Press, 4. Auflage, 21. August 2018
The Khronos Vulkan Working Group, Vulkan Specification 1.1
Vulkan Tutorial, https://vulkan-tutorial.com/
Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, Real-time Rendering, CRC Press, 4. Auflage, 21. August 2018
Association in the course directory
Module: RCG GD1
Last modified: Mo 07.09.2020 15:30