DM2236 - PHS

Programming hardware shaders

School of Interactive & Digital Media, Nanyang Polytechnic, Singapore
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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

Pop quizzes     20%
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
 

Content © 2007 Dioselin Gonzalez | Design © Marek Ventur