Computer Graphics
  • 5CM507 Graphics 25-26
  • Module
  • Schedule
    • Term 1 Schedule
    • Term 2 Schedule
  • Assessments
    • Coursework 1 (CW1)
    • Coursework 2 (CW2)
  • Lectures A
    • L01 Overview of Computer Graphics
    • L02 Mathematics
  • Labs A
    • LabA0 Environment Setup
      • Using a Git Repository
      • Checking or Installing Software
      • Creating a Project Framework
    • LabA01 Drawing 2D Triangles
      • Early OpenGL
      • Modern OpenGL
    • LabA02 Load Meshes and Calculate Normals
      • How to Represent a Mesh
        • Mesh Data Structure in C++
        • Mesh Data Structure in WebGL
        • The OBJ Mesh Format
      • Normal Calculation
      • Calculating Normals in C++
    • LabA03 Transformations
    • LabA04 Scene Graph
    • LabA05 Projections
    • LabA06 Lighting
    • LabA07 Shaders
    • LabA08 Texture Mapping
  • Lectures B
  • Labs B
  • Resources
  • People
    • Module Leader
    • The Games Group@Derby
    • Senior External Consultants
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  • Lecture Notes
  • Tutorials
  • Books

Resources

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Last updated 3 months ago

Lecture Notes

UC Berkely

CMU

Tutorials

learnopengl.org

Ray Tracing in One Weekend,

Vulkan Tutorial

Books

There is no required textbook for this module. However, you may refer to the following books as textbooks.

For Term 1

Real-time Rendering (https://www.realtimerendering.com/)

The highly recommended Tiger" book on Computer Graphics Theories

S. Marschner and P. Shirley. Fundamentals of Computer Graphics (5th Edition). CRC Press, 2021. ISBN: 978-0367505035.

For OpenGL and shader programming, the official OpenGL programming guide is a definitive reference, also known as the OpenGL Red book".

John Kessenich, Graham Sellers, Dave Shreiner . OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V, 9th edition, Addison-Wesley Professional, 2016. ISBN: 978-0134495491

For Term 2

Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX

Editors: Adam Marrs, Peter Shirley, and Ingo Wald. Apress, 2021. ISBN: 978-1484271872 (914 pages)

Physically Based Rendering (https://pbrt.org/)

M. Pharr, W. Jakob, and G. Humphreys. Physically Based Rendering, Fourth Edition: From Theory to Implementation. MIT Press, 2023. ISBN: 978-0262048026

Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire. Real-Time Rendering, Fourth Edition, A K Peters/CRC Press, 1198 pages. ISBN: 978-1138627000

https://raytracing.github.io/