10: The OpenGL Pipeline
00: Introduction
COMP5822M: High Performance Graphics
High-Performance Graphics
In many ways, the key to the entire course
Two major components:
1. Modern Shader-based Graphics
Vulkan / GLSL
2. Techniques & Tricks on the GPU
Apply to any new approach
COMP5822M: High Performance Graphics
Textbooks / Materials
Official Vulkan Guide
(no code available)
Unofficial Vulkan Guide
(code available)
THE Textbook
everyone uses
COMP5822M: High Performance Graphics
Assessment
60% coursework (4 assignments)
I: Hello Vulkan (10%)
II: Replacing the FF Pipeline (10%)
III: Fur Shader (20%)
IV: Shadow Mapping (20%)
40% exam (2 hour, closed book)
COMP5822M: High Performance Graphics
Detailed Plan
COMP5822M: High Performance Graphics
HPG Monday HPG Tuesday HPG Lab Tuesday HPG Assignment (Tuesday)
Projective Pipeline Refresh 28/01/2020 RTR 2-3: GPU Architectures Library Install / Setup Hello Vulkan (10%)
Vulkan I: GUIs & Graphics Contexts 04/02/2020 Vulkan II: Constraints & Design Application Completion
Vulkan III: Validation & Queries 11/02/2020 Vulkan IV: Devices & Pipelines Adding Model Read Code Replacing the FF Pipeline (10%)
Vulkan V: Renders & Swap Chains 18/02/2020 GLSL 1: Vertex Shaders The Vertex Shader
GLSL 2: Fragment Shaders 25/02/2020 RTR 6: Texture Tricks The Fragment Shader
RTR 6: Mipmaps, Compression &c. 03/03/2020 RTR 6: Bump Mapping Finding Reference Frames Fur Shader (20%)
RTR 7: Shadows 10/03/2020 RTR 10: Local Illumination Generating Textures
RTR 11: Global Illumination 17/03/2020 RTR 12: Image-Space Effects Putting it Together
RTR 13: Beyond Polygons 24/03/2020 RTR 14: Sky / Subsurface / Water Shadow Support Shadow Mapping (20%)
31/03/2020
07/04/2020
14/04/2020
21/04/2020
RTR 18: Pipeline Optimisation 28/04/2020 RTR 19: Acceleration Algorithms Shadow Support
RTR 20: Efficient Shading 05/05/2020 Review Shadow Support
HPG Monday HPG Tuesday HPG Lab Tuesday HPG Assignment (Tuesday)
Projective Pipeline Refresh28/01/2020RTR 2-3: GPU ArchitecturesLibrary Install / Setup Hello Vulkan (10%)
Vulkan I: GUIs & Graphics Contexts04/02/2020Vulkan II: Constraints & DesignApplication Completion
Vulkan III: Validation & Queries11/02/2020Vulkan IV: Devices & PipelinesAdding Model Read CodeReplacing the FF Pipeline (10%)
Vulkan V: Renders & Swap Chains18/02/2020GLSL 1: Vertex Shaders The Vertex Shader
GLSL 2: Fragment Shaders25/02/2020RTR 6: Texture Tricks The Fragment Shader
RTR 6: Mipmaps, Compression &c.03/03/2020RTR 6: Bump Mapping Finding Reference FramesFur Shader (20%)
RTR 7: Shadows 10/03/2020RTR 10: Local IlluminationGenerating Textures
RTR 11: Global Illumination17/03/2020RTR 12: Image-Space EffectsPutting it Together
RTR 13: Beyond Polygons24/03/2020RTR 14: Sky / Subsurface / WaterShadow Support Shadow Mapping (20%)
31/03/2020
07/04/2020
14/04/2020
21/04/2020
RTR 18: Pipeline Optimisation28/04/2020RTR 19: Acceleration AlgorithmsShadow Support
RTR 20: Efficient Shading 05/05/2020Review Shadow Support