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Information about the interactive computer graphics module (icg), a compulsory elective for students majoring in graphics and visualization in their 2nd semester of the master's program. The module covers real-time rendering, advanced rendering techniques, modeling, programmable shaders, and graphics software. Students will gain algorithmic, analysis, design, technological, and methodological skills. The teaching methods include lectures and exercises, and assessments consist of written or oral examinations and experimental work.
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Abbreviation: ICG Study semester: 2 nd^ semester (SS), Frequency: once a year Responsible for module: Volker Ahlers Teaching staff: Volker Ahlers, Frauke Sprengel Language: German or English Place in curriculum: Master, compulsory elective, 2nd^ semester, for students majoring in “Graphics and Visualization” Teaching methods/SWS: 2 SWS lecture with approx. 15 students 2 SWS exercise with approx. 15 students Work required: Lecture = 34 h Exercise = 34 h Own study time = 112 h Credit points: 6 CP (= 180 h) Prerequisites acc. to exam regulations: None Recommended prerequisites: Computer Vision, cryptography and algorithms, computer graphics lecture in Bachelor study program Learning goals: Algorithmic skills: Understanding of basic mathematical and algorithmic principles in computer graphics, real-time rendering, in particular; taking graphics hardware into account in programming Analysis, design and realization skills: Design and realization of interactive graphics applications with current graphics software; ability to develop shader programs Technological skills: Understanding of the function of current graphics hardware Methodological skills: Ability to evaluate and compare a computer’s graphics performance Contents: Basic principles: Real-time rendering, architecture of current graphics hardware, rendering pipeline, lighting models, texture mapping, applications Advanced rendering techniques: mirrors, shadows, image-based rendering, particle systems Modeling: Scene graphs, acceleration techniques, spatial data structures, collision handling, picking, physics engines Programmable shaders: Shading languages, vertex and fragment shaders, technical applications (GPGPU) Graphics software: Current graphics APIs, scene graph libraries and physics engines Examinations: Examination (written or oral examination) and experimental work Media forms: Lecture: Presentation, board, examples, discussion Exercise: Independent problem-solving in groups of 2, project work with presentation of results, assessment and discussion of solutions, further discussion Literature: Lecture notes Akenine-Möller, T., E. Haines, N. Hoffman: Real-Time Rendering. A K Peters, latest edition. Angel, E.: Interactive Computer Graphics. Addison-Wesley, latest edition.