Overview
We often take GPU acceleration for granted, but how does it work ? Answering this question takes us from theory to the bleeding-edge of industry standards.
This seminar starts with a top-down introduction to GPU programming and explores them through the eyes of the modern Vulkan API. Students will learn about the fundamentals of compute and graphics pipelines and put these learnings immediately into a practical project. After this point, students will be paired up and take their project in one of multiple topics:
- Advanced Compute
- Modern shading languages
- Raytracing pipelines
- Shadow Mapping
- Mesh Shaders
- Voxel raytracing
- Software-defined rasterization
- Open-ended: More topics TBD/available on request
Instructors
General Regulations
- Type: Seminar, Practical Computer Science
- ECTS: 7 points
- Language: English
- Max. 12 participants
Practical details
This is our first year organizing such a seminar, details will be forthcoming later.
Please contact Hugo for all questions!
Registration
If you are interested in this seminar, please use the SIC seminar assignment system to register: https://seminars.cs.uni-saarland.de/sose24seminars
Prerequisites
- NO prior knowledge of Vulkan itself, OpenGL, DirectX or similar is required: the initial sessions of the seminar will ensure everyone gets up to speed.
- We assumes previous familiarity with the concepts discussed in the CG1 lecture, therefore that course is a requirement.
- Familiarity with C++, CMake and debuggers will be critical in your success. This isn’t a programming lecture!
Grading
Grading will be individual and based on the quality of the implementation and the final presentation.