Syllabus academic year 2009/2010
(Created 2009-08-11.)
Higher education credits: 7,5.
Grading scale: TH.
Level: A
(Second level).
Language of instruction: The course will be given in Swedish.
Optional for: C4, C4da, D4, D4bg, E4, E4bg, F4, F4tmb, Pi4.
Course coordinator: Tomas Akenine-Möller, Tomas.Akenine-Moller@cs.lth.se, Inst f datavetenskap.
Prerequisites: EDA027 Algorithms and Data Structures or EDAA01 Programming - Second Course and FMA420 Linear Algebra.
Recommended prerequisits: EDA221 Computer Graphics.
Assessment: Written examination and completed course assignments. To qualify for the written examination students must have completed the assignments. The final grade of the course is based on the result of the written examination.
Home page: http://www.cs.lth.se/EDA075.
Aim
The purpose of the course is to that the students shall comprehend the foundations about three-dimensional computer graphics on mobile devices. Furthermore, the student shall understand how graphics algorithms for hardware work, and the student shall be able to apply this in practice.
Knowledge and understanding
For a passing grade the student must
- be able to describe and analyze graphics architectures with respect the memory bandwidth, and also be able to set up hypotheses about what a new algorithm can give in terms of improvements.
- be able to describe graphics architectures.
- have an insight into the limitations of the mobile APIs for three-dimensional graphics on a basic level.
Skills and abilities
For a passing grade the student must
- be able to implement three-dimensional applications on mobile devices with existing APIs.
- be able to design, develop, and implement (in software) algorithms which are targeted for graphics hardware,
- be able to evaluate and be able to value graphics architectures, i.e., study theoretical issues.
- be able to orally describe the assignments.
Judgement and approach
For a passing grade the student must
- be able to find information about algorithms, and critically value these, and thereafter implement, and test whether a good result can be obtained.
Contents
Mobile graphics APIs. edge functions, perspectively correct interpolation, texturing, caching, filtering, fixed-point math, texture compression, performance analysis, graphics architectures, user interfaces, antialiasing algorithms and culling algorithms.
Literature
Published papers from the leading researchers in the field. In
addition about 100 pages "[Mobile] Graphics Hardware" by Tomas
Akenine-Möller, and the lecture notes.