hold by Dr. Marc Rautenhaus
The modules IN0038 and IN0039 accompany each other.
In the lecture (IN0038), some of the basic algorithms used in real-time rendering and rigid body animation are discussed. Topics are polygon models, lighting models and shading, texture mapping, rasterization-based rendering pipeline, motion dynamics, time integration, partical systems, collision detection. While the lecture focusses on the discussion of the theory underlying real-time rendering and motion simulation algorithms, their efficient computer realization will be discussed and performed in the accompanying practical.
In the practical (IN0039), the students learn the fundamental concepts of the programming language C++ and the graphics API Direct3D. They learn to realize real-time rendering algorithms on graphics accelerators using shader programming. The students program in small teams using established version control systems.
- Gregory: Game Engine Architecture, AK Peters
- Akenine-Möller, Haines: Real-time Rendering, AK Peters
- Eberly: 3D Games Engine Design, Morgan Kaufmann
- Foley, Van Dam, Feiner, Hughes: Computer Graphics: Principles and Practice, Addison-Wesley, 2nd edition in C
- Watt, Watt: Computer Graphics, Addison-Wesley
- Glassner: Principles of digital image synthesis, Morgan Kaufmann
OpenGL - Manual pages
GLUT API specification
OpenGL - Programming Guide (The Red Book, older version)
Neon Helium OpenGL Tutorials
Nate Robins Tutorial
Radiator radiosity demo
Lecture slides are available to registered students via the TUM Moodle platform.