CS3S664 - Real-time Rendering Techniques 01 Jul 2022 - 31 Aug 2028 | Version 4
Associated Module Information
| Module Code: | CS3S664 | ||
|---|---|---|---|
| Module Title: | Real-time Rendering Techniques | ||
| Faculty: | Faculty of Computing, Engineering and Science | ||
| Faculty Group: | Computing and Mathematical Sciences | ||
| Faculty Sub Group: | Computer Science | ||
| Module Leader: | Carl Jones | ||
| Module Team: | Christopher Tubb | ||
| First Intended Intake: | SEP 2017 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 6 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100366 - computer science | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 4 |
|---|---|
| Valid From | 01 Jul 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
To introduce students to Graphics Processing Unit (GPU) programming techniques used to render effects in real-time
To enable the student to monitor and critically evaluate the performance of GPU-based algorithms
To enable the student to read and understand the graphics literature in order to build on their knowledge gained in this module
Content Summary
Rasterisation and the advantages and disadvantages compared to other approaches to rendering
Modern GPU architectures and the programmable rendering pipeline
Shader APIs
Vertex and fragment shaders for basic animation and lighting effects
Data flow through the rendering pipeline
Representing image and texture data
Texture lookup including point, bi-linear and tri-linear sampling, super-sampling, multi-sampling and anisotropic filtering
Multi-pass rendering and multi-render targets
Rendering effects using the GPU including anti-aliasing, glow, water, foliage, depth of field, shadows, anti-aliasing, lighting / reflection effects and particle systems
Geometry shaders, tessellation shaders and compute shaders
View-frustum culling
Storing, streaming and rendering large-scale terrains in real-time
Monitoring performance using frames-per-second (FPS) and seconds-per-frame (SPF) and the inherent problems of the non-linearity of the frames-per-second approach
Tools for the development, debugging and performance analysis of shader code
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Practical classes and workshops | 24 |
| Independent Study | 80 |
| Directed Study | 72 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | To be able to analyse and critically evaluate techniques used to render 3D scenes in real-time |
| LO2 | To design, implement and evaluate GPU shaders in order to render effects in real-time |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Practical Written Work 2 | Implement and critically evaluate the performance of a given real-time rendering technique | 0 | 1000 | 40 | No | 40 |
| Asynchronous Assessment | Practical Written Work 1 | Apply techniques to render a 3D scene at interactive frame-rates | 0 | 1500 | 60 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Practical Written Work 2 | ✔ | ✔ | |
| Practical Written Work 1 | ✔ | ✔ | |