This project was implemented on the GPU with GLSL. The rendered images are rendered free of noise at a greater speed than normal ray-tracing methods which takes longer time to get noise free. The images above are rendered with the point-based ambient occlusion method, where the viking render took about 11 seconds to render. For mor information take a look at the PDF.
The course covered data and algorithmic parallelism in computer graphics and teached techniques for the implementation of parallel programs on multiprocessor systems and for modern computer graphics hardware through shader programs using OpenGL/GLSL. The course also covered methods and techniques for high performance graphics programs through illumination tricks such as 'soft-shadows' and local occlusion models, and geometric techniques such as displacement maps and others.
Full course information: