This module in the final year of university was all about graphics using shaders.
The brief for the assessment is to create a room containing geometric primitives, with no diffuse surface textures allowed. The focus is on creating awesome lighting rather than just rendering a good model with normal maps. This is my take on it so far, it's only a work in progress though at the moment.
I've messed around with some other shader stuff throughout the module, one of which was an attempt at real-time radiosity, inspired by Geomerics' Enlighten. My test only works for a small amount of static geometry, but it was fun to give it a go.