2007 Semester 2 (Oct2007 thru Feb2008)
Instructor
Dioselin Gonzalez - dioselin at gmail dot com
Office: M.509, Phone: 6550-1811
Synopsis (from NYP's prospectus)
Modern games use the Central Processing Unit (CPU) to process the requirements of games. To improve the performance of games, some processing can be offloaded to the Graphics Processing Unit (GPU) to improve speed and do more intensive but realistic rendering. This module will cover the GPU as the hardware pipeline for programmable graphics. The GPU can be programmed using vertex and fragment (pixel) shaders. Student will learn a high level shading language and a graphics API. Student will program shaders to improve the performance and quality of graphics in game applications.
Grading
Assignment 1 20%
Assignment 2 20%
Assignment 3 30%
Participation 10%
Note: Several pop quizzes during the semester; average grade taken.
Text references
Main ones:
- OpenGL shading language (second edition) ("the orange book"). Randi J. Rost. Addison Wesley, 2006.
- OpenGL programming guide (fifth OR sixth edition) ("the red book"). OpenGL ARG, Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis. Addison Wesley, 2006 (or 2007).
Secondary refs:
- ShaderX series. Wolfgang Engel. Charles River Media.
- GPU Gems series. Randima (Randy) Fernando. Addison Wesley.
- Programming vertex and pixel shaders. Wolfgang Engel. Charles River Media, 2004.
Software
- GLEW 1.4.0 or later
- DirectX SDK August 2007 or later
- RenderMonkey 1.71 or later
- FX Composer 2 or later