052214 VU Real-Time Computer Graphics (2019W)
Continuous assessment of course work
Labels
Registration/Deregistration
Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).
- Registration is open from Sa 07.09.2019 09:00 to Mo 23.09.2019 09:00
- Deregistration possible until Mo 14.10.2019 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
Wednesday
02.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
09.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
16.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
23.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
30.10.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
06.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
13.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
20.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
27.11.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
04.12.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
11.12.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
08.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
15.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
22.01.
11:30 - 13:00
Seminarraum 7, Währinger Straße 29 1.OG
Wednesday
29.01.
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, 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 15:20