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052214 VU Real-Time Computer Graphics (2026S)
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 Tu 10.02.2026 09:00 to Fr 20.02.2026 09:00
- Deregistration possible until Sa 14.03.2026 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
- Thursday 05.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 19.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 26.03. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 16.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 23.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 30.04. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 07.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 21.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 28.05. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 11.06. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 18.06. 15:00 - 18:15 Seminarraum 6, Währinger Straße 29 1.OG
- Thursday 25.06. 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
Multiple tasks, a written exam and a semester project. Presentation of the semester project is also an oral exam.
Minimum requirements and assessment criteria
Basic knowledge in programming. Final grading is computed according to:
--All individual tasks, the written exam and the semester project are graded
--Final grading is due to weighted sum S of gradings of tasks, written exam and game
--Individual tasks have an overall weight of 50%
--Written exam has a weight of 25%
--Final computer game has a weight of 25%, must be shown to instructor in person! Details of the game are part of an oral exam.
--In all categories tasks, written exam and computer game/oral exam at least 60% of the points must be reached in order to pass the lecture.Grading of the computer game (max 25%)
-10% Complexity of Implementation
-10% Game fun
- 5%: Source code knowledge--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, the written exam and the semester project are graded
--Final grading is due to weighted sum S of gradings of tasks, written exam and game
--Individual tasks have an overall weight of 50%
--Written exam has a weight of 25%
--Final computer game has a weight of 25%, must be shown to instructor in person! Details of the game are part of an oral exam.
--In all categories tasks, written exam and computer game/oral exam at least 60% of the points must be reached in order to pass the lecture.Grading of the computer game (max 25%)
-10% Complexity of Implementation
-10% Game fun
- 5%: Source code knowledge--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)
Examination topics
Vulkan API, continuous evaluation, self developed game
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: Th 05.03.2026 17:46