Fakultät Informatik



 Kai Bürger


Time, Place

Mon 14:00-14:45 MI02.13.010 Wed 13:45-15:15 MI02.13.010


Mi. 20.10.2011


Grundlagen der Computer Graphik


Registration forms for the oral exam are now available in the showcase in front of room 02.13.052. In addition to the TUMOnline registration, you have to manually registere there by selecting an exact time&date for your oral exam.


This lecture deals with the fundamentals of photorealistic and interactive image synthesis. In particular, we discuss techniques to achieve interactive frame rates for the realistic rendering of complex models and scenes. Selected graphics algorithms and their efficient implementation exploiting state-of-the-art graphics hardware through OpenGL will be demonstrated. We focus on dedicated parts of the graphics pipeline and we review the functionality provided by consumer class graphics accelerators including programmable vertex and fragment units. In addition, we discuss the governing equations in physics based light transport and we demonstrate effective solution methods for the simulation of global illumination.

Course Topics

  • Interactive rendering (i.e. local illumination)
    - DirectX/OpenGL concepts (and syntax)
    - Graphics hardware
    - The programmable graphics pipeline
    - Vertex-, Geometry-, and Pixel-Shaders
    - Normal mapping
    - Per-pixel lighting
    - Order independent transparency / Depth-peeling
    - Shadow technique
    - Scene-graph (high-level) APIs
  • Physics based rendering (i.e. global illumination)
    - Radiometric quantities, radiance equation
    - Radiosity
    - Precomputed radiance transfer
  • Other Topics
    - Image based rendering
    - REYES
    - High dynamic range imaging
    - Point based rendering
    - Image Compression, e.g. JPEG, MPEG, PNG, GIF


  • Cohen, Wallace: Radiosity and Realistic Image Synthesis, Academic Press
  • Woo et al.: OpenGL Programming Guide, 3rd edition, Addison-Wesley
  • Rost: OpenGL Shading Language, Addison-Wesley
  • Möller, Haines: Real-Time Rendering, 2nd edition, A.K. Peters LTD
  • Eberly: 3D Game Engine Design, Morgan Kaufmann
  • DeLoura et. al: Game Programming Gems 1 - 3, Charles River Media
  • Fernando: GPUGems, Addison-Wesley
  • Foley, Van Dam, Feiner, Hughes: Computer Graphics: Principles and Practice, Addison-Wesley, 2nd edition in C
  • Watt, Watt: Computer Graphics, Addison-Wesley
  • Glassner: Principles of digital image synthesis, Morgan Kaufman
  • Encarnaçao, Klein, Strasser: Graphische Datenverarbeitung, 4. Auflage, Oldenburg Verlag
  • Griebel, Bungartz, Zenger: Computer Graphik, Vieweg Verlag

Lecture Slides



There are no separate exercise classes for this lecture.



- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de


- Game Devel. Lab Practical for SS'18: kick off meeting on April 3rd,  details here. No matching system sign-up needed!


- One PhD position on   Turbulence Visualization is available at the Computer Graphics & Visualization group.