Subject description - A4M39PGR2

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A4M39PGR2 Computer Graphics 2 Extent of teaching:2+2c
Guarantors:  Roles:V Language of
Teachers:  Completion:Z,ZK
Responsible Department:13139 Credits:6 Semester:L


The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming. Focus is given on theoretical and practical experiences with OpenGL graphical library and with its extensions. Students learn GLSL language together with programming of graphical cards on the graphical pipeline level (vertex and fragment shaders].

Study targets:

The course introduces advanced modeling and rendering techniques, capabilities of modern graphic accelerators, and metods for their programming.

Course outlines:

1. Introduction, OpenGL extensions
2. introduction to architecture and programming of GPU pipeline, GLSL language
3. Profiling a optimization of graphical applications, gDEBugger
4. Advanced texturing I. multitexturing, cube map., enviroment mapping
5. Advanced texturing II. bump-, parallax-, displacement-mapping
6. Advanced texturing III. tex. coords in GPU, proj. mapping, interpolations
7. Image based rendering and billboarding
8. Render to texture
9. Generation of , shades
10. Architekture of nowadays GPU
11. GPGPU - programming of non-graphical applications on GPU
12. Multipass algorithms
13. Graphical libraries and "engines"
4. Vertex shaders and pixel shaders
5. GLSL language
6. Vertex Objects, Buffer objects, P-Buffer
7 Advanced lighting techniques (curves)
8. Advanced lighting techniques (evaluators and NURBS)
9. Advanced modeling techniques (tesselators)
10. Advanced lighting techniques (reflections, shadows and bump-mapping)
11. GPU debugging tools
12. More raster operations, procedural texture generation
13. Increasing of graphical application throughput

Exercises outline:

1. Organization of seminars, assignments.
Transformations fro GPU point of view
2. Vertex processor I, vertex shader
3. Sending geometry data to GPU I.
4. Sending geometry data to GPU II.
5. Vertex processor II
6. Fragment procesor I, fragment shader
7. Fragment procesor II
8. Fragment procesor III
9. Render to texture I 10. Render to texture II.
11. Geometry procesor, geometry shader
12. Asynchronous queries on GPU
13. Assignments check, crediting


1. T. Akenine-Möller, E. Haines, and N. Hoffman. Real-Time Rendering, A.K. Peters Ltd., 3rd edition, 2008
2. Randi J. Rost. OpenGL Shading Language, Addison-Wesley Professional, 2004


Prerequisite: Fundamental knowledge of OpenGL (In the range of AE4M39PGR course).



OpenGL, GLSL, extensions, advanced texturing, shades

Subject is included into these academic programs:

Program Branch Role Recommended semester
MPIB Common courses V
MPOI1 Artificial Intelligence V
MPOI5NEW Software Engineering V
MPOI4NEW Computer Graphics and Interaction V
MPOI5 Software Engineering V
MPOI4 Computer Graphics and Interaction V
MPOI3 Computer Vision and Image Processing V
MPOI2 Computer Engineering V

Page updated 18.6.2019 09:53:02, semester: Z,L/2020-1, L/2018-9, Z,L/2019-20, Send comments about the content to the Administrators of the Academic Programs Proposal and Realization: I. Halaška (K336), J. Novák (K336)