SubjectsSubjects(version: 807)
Course, academic year 2017/2018
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Computer Graphics for Game Development - NPGR033
Czech title: Grafika pro počítačové hry
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2015
Semester: summer
E-Credits: 6
Hours per week, examination: summer s.:2/2 C+Ex [hours/week]
Capacity: unlimited
Min. number of students: unlimited
State of the course: taught
Language: Czech, English
Teaching methods: full-time
Guarantor: doc. Ing. Jaroslav Křivánek, Ph.D.
Mgr. Jakub Gemrot, Ph.D.
Pre-requisite : NPRG030, NPRG031
Annotation -
Last update: T_KSVI (14.05.2015)

This course gives an overview of advanced computer graphics technologies used in the development of modern computer games.
Literature -
Last update: T_KSVI (14.05.2015)

Obligatory literature and tools

Articles and chpters from books:

Game Engine Architecture, Jason Gregory

Game Engine Gems 1, 2, Jones & Bartlett Publishers.

GPU Pro: Advanced Rendering Techniques, A K Peters/CRC Press.

optional literature and tools

Game Programming Gems 1-8, Charles River Media

Game Programming Patterns, Robert Nystrom

Nguyen, Pharr, Fernando: GPU Gems 1-3, NVIDIA Corporation

Bridson, Müller-Fischer: Fluid simulation: SIGGRAPH 2007 course notes

Müller, Gross: Interactive virtual materials Proceedings of Graphics Interface 2004,

Witkin, Baraff: Physically Based Modeling: Principles and Practice, Siggraph 1997

Han: 3D Graphics for Game Programming, Chapman and Hall, 2011

Syllabus -
Last update: T_KSVI (14.05.2015)

1. Introduction

2. Review of the GPU architecture and the OpenGL/DirectX pipeline

3. Game Engine Architecture I: Overview

4. Game Engine Architecture II: Details

5. Shaders & Shading Technology

6. Content creation and procedural modeling

7. Rendering I: Shadows, screen-space effects and subsurface scattering

8. Rendering II: Advanced shading

9. Rendering III: Real-time global illumination

10. Animation I: Camera control, character and facial animation, collision detection

11. Animation II: Physically-based animation of rigid and soft bodies, and liquids.

12. Pipeline optimizations

 
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