Computer Engineering
Seminar Course - Advanced Computer Graphics 2009 lp3+4      
Anmälningskod (för ---
Examiner: Ulf Assarsson
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Course start: (sp3, week 1) Tuesday, 15-17
7,5 Högskolepoäng
Grades: U (failed), 3, 4, 5
Educational Level: Advanced
Anmälningskod (för signing up is done by emailing me
Teaching language: English

Teacher and Examiner: Ulf Assarsson, intern phone 1775 (031-7721775)
room 4115, floor 4, the corridor along Rännvägen, ED-huset E-mail: see above.
Course assistants: Erik Sintorn (erik dot sintorn at chalmers dot se), Markus Billeter, Ola Olsson

Course Description
The compulsory introductory course TDA361/DIT220 Computer Graphics was highly theoretically intensive, giving a brief introduction to a vast amount of topics within computer graphics. In this follow-up course, the students are given a chance to dig deeper into a particular subject, in which they perform a project. Compulsory seminars presents more details on a research-level for a selection of topics, e.g. ambient occlusion, hair rendering, GPGPU applications, ray tracing and global illumination, GPU-ray tracing, hard and soft shadows, real-time indirect illumination, spherical harmonics, wavelets for CG.

Knowledge Entrance Requirements
M.Sc. students must have taken the course TDA361/DIT220 Computer Graphics

14 Seminars:
  • Tuesdays 15-17 each week, sp3+sp4. 80% attendance compulsory.
  • Room 3364 - EDIT-rummet Sammanträdesrum. MAP .

  • Seminar 1: Soft Shadow Volumes
  • Seminar 2: Real-Time Hair Rendering
  • Seminar 3: GPU Ray Tracing
  • Seminar 4: Clouds
  • Seminar 5: Animated Crowd Rendering, GPU Generated Procedural Wind Animations for Trees
  • Seminar 6: Spherical Harmonics Lighting
  • Seminar 7: Parallel Prefix Sum (SCAN) using CUDA, Soft Particles
  • Seminar 8: Motion Blur
  • Seminar 10: Immediate Mode Graphical User Interfaces, Approximating Dynamic Global Illumination in Image Space.
  • Seminar 11: Generating Complex Procedural Terrains
  • Seminar 12: Practical Post-Process Depth Of Field

    Links to some papers you may want to select for your presentation

    Schedule for your 15-minutes presentations

    Study Period 3 Topic
    week 5 Johan Wallermark Jonas E. Mattsson Animated Crowd Rendering, from GPU Gems 3
    Mikael Nilsson Robert Krantz GPU-Generated Procedural Wind Animation for Trees.
    week 6 Matz Johansson Spherical Harmonic lighting
    Christoffer Magnusson Andreas Svensson Geometry Clip Maps
    week 7 Petter Börjesson Mattias Thell Soft Particles
    Joel Svensson Niklas Sörensson Parallel Prefix Sum (Scan) with CUDA
    Study Period 4
    Tues. week 1 Olof Millberg Jonas Andersson Volumetric Light Scattering as a Post-Process
    Fredrik Wendt Rickard Fredriksson Motion Blur
    Tues. week 4 Marcel Weber Amza Diana Real-time Motion Retargeting to Highly Varied User-Created Morphologies
    Lin Loi Li Jincheng LCP Algorithms for Collision Detection Using CUDA
    Mon. week 5 Sven Andersson Björn Arvidsson Approximating Dynamic Global Illumination in Image Space
    Johannes Algelind Rickard Gustafsson Immediate Mode Graphical User Interfaces (Watch this video instead of reading paper)
    Mon. week 6 Anders Moberg Simon Holm Generating Complex Procedural Terrains Using the GPU
    Johan Bondesson Johan Strandberg Deferred Shading
    Tues. week 7 Andreas Karlsson Jhonny Göransson Practical Post-Process Depth of Field
    David Hadzic Johan Fröhlander and Joakim Ljungblad AES Encryption (GPU Gems 3), Efficient Random Number Generation, Imaging Earth's Subsurface using CUDA
    Daniel Kvick Summed-Area Variance Shadow Maps

    • 14 seminars, 80% compulsory attendance. Each seminar:
      • 1-2 students present a paper. Every other participant have prepared 1-2 questions. 1-2 students are discussion leaders.
    • Each student should have presented and been discussion leader at end of course.
    • A graphics-related project that will be graded. See below.

    The students should perform a project of their choice. Examples include:
  • realistic explosions, clouds, fractal mountains (e.g. clip maps/geomorph/ROAM, ray tracing based a la GPUGems3)
  • CUDA program (a general parallel problem)
  • compare fully robust shadow volumes against shadow maps
  • Smaller game
  • real-time ray tracer, ray tracing with photon mapping.
  • Ambient occlusion (screen-space)
  • Model and animate using Maya/3DSMax/Blender
  • Spherical Harmonics
  • Collision Detection
  • Displacement / parallax mapping

    About magnitude of project
    Guideline: 7.5p corresponds to 5*55 hours. We have 12*2h of seminars, so your individual contribution should be around 250 hours on the project. You are allowed to work in groups in order to achieve larger projects. You must then keep track of your individual contribution.

    You may use the computers in our lab rooms 4220 + 4225, based on availability and as long as the rooms are not booked by other courses, if you do not have access to any other computer (home or in school) that you prefer. These rooms are usually heavily booked by other courses during the day. After 17.00, the rooms are typically free. If you need access to these rooms, email me your name, personal number and entrance card number (starts with T000...).

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