Interactive Graphical Systems
- Faculty
Faculty of Engineering and Computer Science
- Version
Version 7.0 of 08/15/2019
- Code of Module
11M1160
- Modulename (german)
Interaktive Grafische Systeme
- Study Programmes
Informatik - Verteilte und Mobile Anwendungen (M.Sc.)
- Level of Module
4
- Mission Statement
The vast gain of computational power of Graphic Processing Units (GPUs) for mobile and desktop devices leads to a variety of new algorithms and approaches within the field of interactive graphical applications. These applications are defined by fast response times and complex rendering algorithms. Even classical offline-rendering algorithms like for example path tracing, photon mapping, or radiosity are nowadays real-time capable due to the extensive computational power of GPUs. Furthermore, today it is possible to stream complex 3D environments and scenes for visualization on mobile devices, which exceed the physical memory of the devices multiple times.Besides established desktop computer graphics applications, immersive approaches like Virtual and Augmented Reality became an important market that demands high frame rates and specialized rendering techniques.The goal of the course is that students will become able to distinguish different State-of-the-Art techniques and to design and implement these techniques by their own.
- Content
1. 3D interaction patterns
2. GPU architecture and shader programming
3. Photorealistic realtime rendering
4. Mixed Reality
5. Virtual Reality
6. Remote Rendering
- Learning Outcomes
Knowledge Broadening
Students, which successfully studied the course, know how approaches for photorealistic rendering on mobile and desktop devices work. They can distinguish the major pros and cons of interactive rendering systems and the processing units of the GPU.
Knowledge Deepening
The students will obtain extensive knowledge about the implementation of photorealistic rendering techniques concerning strict runtime behavior constraints. Furthermore they become able to judge existing algorithms for implementation based on GPU architecture.
Instrumental Skills and Competences
The Students will obtain extensive knowledge about graphical and numerical techniques in order to compute, structure, and display given data.
Communicative Skills and Competences
The students recognize the complexity of interactive graphical applications and become able to explain their technical behavior to a novice.
Systemic Skills and Competences
Students become able to judge the capabilities GPU architectures. They are able to migrate existing approaches to GPU-based applications in order to accelerate their runtime behavior.
- Expected Knowledge and/or Competences
Computer Graphics, Digital Imageprocessing, Algorithms and Datastructures
- Responsible of the Module
Lensing, Philipp
- Lecturer(s)
Lensing, Philipp
- Credits
5
- Concept of Study and Teaching
Workload Dozentengebunden Std. Workload Lehrtyp 30 Vorlesungen 15 Seminare Workload Dozentenungebunden Std. Workload Lehrtyp 25 Veranstaltungsvor-/-nachbereitung 70 Hausarbeiten 10 Literaturstudium
- Recommended Reading
Tomas Akenine-Moller, Eric Haines, and Naty Hoffman. 2008. Real-Time Rendering (3rd ed.). A. K. Peters, Ltd., Natick, MA, USA.
Matt Pharr and Greg Humphreys. 2010. Physically Based Rendering, Second Edition: From Theory to Implementation (2nd ed.). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
Wolfgang Engel. 2011-2016. GPU Pro 1-7 (1st ed.). A. K. Peters, Ltd., Natick, MA, USA.
- Graded Exam
Viva Voce
- Duration
1 Term
- Module Frequency
Only Winter Term
- Language of Instruction
German