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052214 VU Real-Time Computer Graphics (2024S)
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 Mo 12.02.2024 09:00 to Th 22.02.2024 09:00
- Deregistration possible until Th 14.03.2024 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
- Thursday 07.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 14.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 21.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 11.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 18.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 25.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 02.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 16.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 23.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 06.06. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 13.06. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 20.06. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 27.06. 15:00 - 18:15 Seminarraum 6, 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 deadline. In the last quarter participants use the weekly tasks to contruct a render engine and program a working game with it.Final grading is computed according to:
--All individual tasks and the semester project are graded
--The semester project is graded.
--Final grading is due to weighted sum S of gradings of weekly tasks and game
--Individual tasks have an overall weight of 70%
--Final computer game has a weight of 30%, MUST be shown to instructor in person! Details of the game are part of an oral exam.Grading of the computer game (max 30%)
-10% Game Idea
-10% Size, technical merit
-10% Oral exam--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)
--All individual tasks and the semester project are graded
--The semester project is graded.
--Final grading is due to weighted sum S of gradings of weekly tasks and game
--Individual tasks have an overall weight of 70%
--Final computer game has a weight of 30%, MUST be shown to instructor in person! Details of the game are part of an oral exam.Grading of the computer game (max 30%)
-10% Game Idea
-10% Size, technical merit
-10% Oral exam--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
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
Basic knowledge of C++.
Examination topics
Vulkan API, continuous evaluation
Reading list
Kenwright, Introduction to Computer Graphics and the Vulkan API, CreateSpace Independent Publishing Platform; Auflage: 3 (21. Oktober 2018)
Association in the course directory
Module: RCG GD1
Last modified: We 21.02.2024 08:25