Seminar "Programming of graphic cards
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News
- 2006-05-23 - 13:20 -- The seminar will be held in a new room starting today: WA New R -1606
- 03/21/2006 - 14:39 -- The preliminary meeting will take place on Monday, 04/24/2006 and not on 04/27 as previously announced on the web and on the notice board.
Slides
unik_programming_of_graphic_cards_ss2006_introduction.pdf |
Topics
Topic | Lecturer(s) | Date | Elaboration | Slides / additional material |
Basics of 3D Graphics | Dominik Boßdorf, Christian Schulze, Marco Sebastiao | May 8th, 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_basic_concepts_ss2006.pdf | unik_s_gpgpu_basic_concepts_slides_ss2006.pdf |
Numerics and Computing | Martin Heide, Dominik Holler | June 12, 2006 | unik_s_gpgpu_numerics_and_calculating_ss2006.pdf | unik_s_gpgpu_numerics_and_calculating_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_foils_ss2006.pdf |
Flow Simulation (alternative: Ray Tracing) | Alexander Podlich, Jens Wollenhaupt | July 03, 2006 | unik_s_gpgpu_stroemungssimulation_ss2006.pdf | unik_s_gpgpu_stroemungssimulation_slides_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_particle_systems_and_swarm_foils_ss2006.pdf |
Seminar "Programming of graphics cards"
Inside today's computers is a $50,000 parallel supercomputer (quote 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, such as:
- Particle and swarm simulations
- Physical simulations
- Database queries
- Image processing
- Numerical methods
- Geometric calculations
- Audio calculations
In the seminar you will gain an insight into this new field. Starting with the general structure and operation of modern graphics processors, various programming systems and different areas of application (see above) will be considered. For this purpose, articles will be evaluated and presented in papers and papers on the one hand, and the knowledge gained will be implemented and tried out on a graphics workstation on the other hand.
Participant group
Students from the 6th semester of computer science. The course can be counted in the application area Software Tools or alternatively in the elective area Practical Computer Science. Prior knowledge of compiler construction is welcome, but not required.
Requirements
Knowledge of C/C++ and good to very good knowledge of linear algebra and calculus are assumed.
Seminar instructor
Prof. Claudia Leopold
If you are interested in this seminar, please register by email to Mr. Björn Knafla ( bknafla[at]uni-kassel[dot]de ) until April 3, 2006!
Time/Place
Mo. 12.30 - 14.00, R. -1606 (Attention: new room (-1606) from 23.05.2006!).
There will be a preliminary meeting on 24.04.06.
Scope
2SWS (3 CP)
Links
- HISLSF online course catalog
- Website with a lot of material and links about general purpose programming of graphics processing units - GPGPU
- Website about the OpenGL 3D graphics standard
- Website of Nvidia for software developers. Many tools, articles and presentations about programming graphics cards.
- Website of ATI for software developers. Many tools, articles and presentations for programming graphics cards.
- Collection of links and resources about graphics programming to the book Real-Time Rendering