Universität Wien

052214 VU Real-Time Computer Graphics (2019W)

Continuous assessment of course work

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).

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)

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

Association in the course directory

Module: RCG GD1

Last modified: Mo 07.09.2020 15:20