Seminar "Programming graphics cards"
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Latest news
- 23.05.2006 - 13:20 -- The seminar will take place in a new room from today: WA New R -1606
- 21.03.2006 - 14:39 -- The preliminary meeting will take place on Monday 24.04.2006 and not on 27.04. as previously announced on the web and on the notice board.
slides
unik_programmierung_von_grafikkarten_ss2006_einleitung.pdf |
Topics
| Topic | Lecturer(s) | Date | elaboration | Slides / additional material |
| Basics of 3D graphics | Dominik Boßdorf, Christian Schulze, Marco Sebastiao | May 8, 2006 | Basics of 3d graphics | unik_s_gpgpu_basics_of_3d_graphics_slides_ss2006.pdf |
| Shader | Christian Niemand, Johannes Spohr | May 15, 2006 | unik_s_gpgpu_shader_ss2006.pdf | unik_s_gpgpu_shader_foils_ss2006.pdf |
| Stream Processing and High-Level GPGPU Languages | Jens Breitbart | May 22, 2006 | unik_s_gpgpu_stream_processing_and_high_level_gpgpu_languages_ss2006.pdf | unik_s_gpgpu_stream_processing_and_high_level_gpgpu_languages_slides_ss2006.pdf |
| GPGPU Basic Concepts | Marc Kirchhoff | May 29, 2006 | unik_s_gpgpu_basiskonzepte_ss2006.pdf | unik_s_gpgpu_basiskonzepte_folien_ss2006.pdf |
| Numerics and arithmetic | Martin Heide, Dominik Holler | June 12, 2006 | unik_s_gpgpu_numerics_and_calculus_ss2006.pdf | unik_s_gpgpu_numerics_and_calculus_slides_ss2006.pdf |
| Collision detection | Gunther Hohmann, Steffen Höhmann, Dominik Riehl | June 26, 2006 | unik_s_gpgpu_collision_detection_ss2006.pdf | unik_s_gpgpu_collision_detection_slides_ss2006.pdf |
| Flow simulation (alternative: ray tracing) | Alexander Podlich, Jens Wollenhaupt | July 03, 2006 | unik_s_gpgpu_stroemungssimulation_ss2006.pdf | unik_s_gpgpu_stroemungssimulation_folien_ss2006.pdf |
| Particle systems and swarms | Dominik Erdmann, Christoph Kurz, Irma Sejdic, Daniel Wilhelm | July 10, 2006 | unik_s_gpgpu_particle_systems_and_swarms_ss2006.pdf | unik_s_gpgpu_partikelsysteme_und_schwaerme_folien_ss2006.pdf |
Seminar "Programming graphics cards"
Today's computers contain a $50,000 parallel supercomputer (quote from Pat Hanrahan, 2004) - the graphics card or Graphics Processing Unit (GPU). It can process more than just triangles and pixels. In the current GPGPU (General Purpose GPU) research field, general applications are being investigated and implemented, e.g:
- Particle and swarm simulations
- Physical simulations
- Database queries
- Image processing
- Numerical methods
- Geometric calculations
- Audio calculations
In this seminar you will gain an insight into this new field. Based on the general structure and functionality of modern graphics processors, various programming systems and different areas of application (see above) will be examined. To this end, articles will be evaluated and presented in presentations and papers, and the knowledge gained will be implemented and tested on a graphics workstation.
Participants
Students from the 6th semester of computer science. The course can be taken in the Software Tools application area or alternatively in the compulsory elective area of Practical Computer Science. Previous knowledge of compiler construction is welcome, but not necessary.
Course requirements
Knowledge of C/C++ and good to very good knowledge of linear algebra and analysis are required.
Lecturer
Prof. Claudia Leopold
If you are interested in this seminar, please register by e-mail to Mr. Björn Knafla ( bknafla[at]uni-kassel[dot]de ) by April 3, 2006!
Time/Place
Mon. 12.30 - 14.00, R. -1606 (Attention: new room (-1606) from 23.05.2006!)
On 24.04.06 there will be a preliminary discussion on this date.
Scope
2SWS (3 CP)
Links to
- HISLSF online course catalog
- Website with lots of material and links on general purpose programming of graphics processing units - GPGPU
- Website on the OpenGL 3D graphics standard
- Nvidia website for software developers. Many tools, articles and presentations on programming graphics cards
- Website of ATI for software developers. Many tools, articles and presentations for programming graphics cards
- Collection of links and resources on graphics programming for the book Real-Time Rendering