CSE 5542
Transcript Abbreviation:
RT Rendering
Course Description:
Comprehensive list of topics in real-time rendering using OpenGL and GLSL, including coordinate systems, transformations, viewing, illumination, texture mapping, and shader-based algorithms.
Course Levels:
Undergraduate (1000-5000 level)
Graduate
Designation:
Elective
General Education Course:
(N/A)
Cross-Listings:
(N/A)
Credit Hours (Minimum if “Range”selected):
3.00
Max Credit Hours:
(N/A)
Select if Repeatable:
Off
Maximum Repeatable Credits:
(N/A)
Total Completions Allowed:
(N/A)
Allow Multiple Enrollments in Term:
No
Course Length:
14 weeks (autumn or spring)
12 weeks (summer only)
Off Campus:
Never
Campus Location:
Columbus
Instruction Modes:
In Person (75-100% campus; 0-24% online)
Prerequisites and Co-requisites:
Prereq: 3901 (560) or 3902 or 3903, and Math 2568 (568) or 571.
Electronically Enforced:
No
Exclusions:
Not open to students with credit for 781.
Course Goals / Objectives:
Master graphics programming and the theory of real time rendering
Be familiar with various techniques for creating 3D realism
Be exposed to the state of the art in graphics hardware API
Be competent with developing real time graphics applications
Check if concurrence sought:
No
Contact Hours:
Topic | LEC | REC | LAB | LAB Inst |
---|---|---|---|---|
Overview of graphics APIs (OpenGL and GLSL) | 1.0 | 0.0 | 0.0 | 0 |
Overview of graphics hardware - geometry processing, fragment procssing, pixel processing; graphics pipeline | 2.0 | 0.0 | 0.0 | 0 |
Coordinate systems in rendering pipeline - local space, world space, eye space, clip space, window space | 1.0 | 0.0 | 0.0 | 0 |
Modeling transformation - rotation, scaling, translation; hierarchical transformation; transformation between different spaces | 3.5 | 0.0 | 0.0 | 0 |
3D viewing - viewing transformation, projection transformation | 2.0 | 0.0 | 0.0 | 0 |
Basic lighting algorithms - Phong illumination model and Gouraud shading | 1.0 | 0.0 | 0.0 | 0 |
Introduction to OpenGL Shading Language | 0.5 | 0.0 | 0.0 | 0 |
OpenGL shader overview - vertex shaders, geometry shaders, fragment shaders | 1.0 | 0.0 | 0.0 | 0 |
OpenGL vertex shaders | 2.0 | 0.0 | 0.0 | 0 |
OpenGL geometry shaders | 2.0 | 0.0 | 0.0 | 0 |
OpenGL fragment shaders | 2.0 | 0.0 | 0.0 | 0 |
OpenGL raster operations - scissor test, stencil test, depth test, blending | 1.0 | 0.0 | 0.0 | 0 |
OpenGL buffer objects - vertex buffer objects, frame buffer objects, pixel buffer objects | 2.0 | 0.0 | 0.0 | 0 |
Real time shadow algorithms - planar shadows, shadow volumes, shadow maps | 4.0 | 0.0 | 0.0 | 0 |
OpenGL texture mapping | 2.0 | 0.0 | 0.0 | 0 |
Bump mapping | 3.0 | 0.0 | 0.0 | 0 |
Environment mapping | 2.0 | 0.0 | 0.0 | 0 |
Advanced texture mapping and anti-aliasing | 3.0 | 0.0 | 0.0 | 0 |
Advanced shading and lighting algorithms - real time global illumination | 3.0 | 0.0 | 0.0 | 0 |
Non-photorealistic rendering | 2.0 | 0.0 | 0.0 | 0 |
Real time volumetric rendering | 2.0 | 0.0 | 0.0 | 0 |
Total | 42 | 0 | 0 | 0 |
Grading Plan:
Letter Grade
Course Components:
Lecture
Grade Roster Component:
Lecture
Credit by Exam (EM):
No
Grades Breakdown:
Aspect | Percent |
---|---|
Midterm exam | 20% |
Final exam | 20% |
Four lab assignments | 60% |
Representative Textbooks and Other Course Materials:
Title | Author | Year |
---|---|---|
Real-Time Rendering | Tomas Akenine-Moller and Eric Haines |
ABET-CAC Criterion 3 Outcomes:
Outcome | Contribution | Description |
---|---|---|
1 | Substantial contribution (3-6 hours) | Analyze a complex computing problem and to apply principles of computing and other relevant disciplines to identify solutions. |
2 | Significant contribution (7+ hours) | Design, implement, and evaluate a computing-based solution to meet a given set of computing requirements in the context of the program’s discipline. |
3 | Some contribution (1-2 hours) | Communicate effectively in a variety of professional contexts. |
4 | Some contribution (1-2 hours) | Recognize professional responsibilities and make informed judgments in computing practice based on legal and ethical principles |
5 | Some contribution (1-2 hours) | Function effectively as a member or leader of a team engaged in activities appropriate to the program’s discipline |
6 | Substantial contribution (3-6 hours) | Apply computer science theory and software development fundamentals to produce computing-based solutions. |
ABET-ETAC Criterion 3 Outcomes:
(N/A)
ABET-EAC Criterion 3 Outcomes:
Outcome | Contribution | Description |
---|---|---|
1 | Substantial contribution (3-6 hours) | an ability to identify, formulate, and solve complex engineering problems by applying principles of engineering, science, and mathematics |
2 | Significant contribution (7+ hours) | an ability to apply engineering design to produce solutions that meet specified needs with consideration of public health, safety, and welfare, as well as global, cultural, social, environmental, and economic factors |
3 | Some contribution (1-2 hours) | an ability to communicate effectively with a range of audiences - pre-2019 EAC SLO (g) |
4 | Some contribution (1-2 hours) | an ability to recognize ethical and professional responsibilities in engineering situations and make informed judgments, which must consider the impact of engineering solutions in global, economic, environmental, and societal contexts |
5 | Some contribution (1-2 hours) | an ability to function effectively on a team whose members together provide leadership, create a collaborative and inclusive environment, establish goals, plan tasks, and meet objectives |
6 | Substantial contribution (3-6 hours) | an ability to develop and conduct appropriate experimentation, analyze and interpret data, and use engineering judgment to draw conclusions |
7 | Some contribution (1-2 hours) | an ability to acquire and apply new knowledge as needed, using appropriate learning strategies |
Embedded Literacies Info:
Attachments:
(N/A)
Additional Notes or Comments:
(N/A)
Basic Course Overview:
CSE_5542_basic.pdf
(11.92 KB)