SubjectsSubjects(version: 945)
Course, academic year 2023/2024
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Computer Graphics for Game Development - NPGR033
Title: Počítačová grafika pro vývoj her
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2023
Semester: summer
E-Credits: 5
Hours per week, examination: summer s.:2/2, C+Ex [HT]
Capacity: unlimited
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
State of the course: taught
Language: Czech, English
Teaching methods: full-time
Teaching methods: full-time
Guarantor: Mgr. Tomáš Iser, Ph.D.
Is incompatible with: NPGX033
Is interchangeable with: NPGX033
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.
Aim of the course -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

To introduce students to the real-time rendering techniques used with modern GPUs including advanced shading and global illumination.

Course completion requirements -
Last update: Mgr. Jakub Gemrot, Ph.D. (02.08.2018)

To successfully pass the course you have to pass the oral examination and receive a credit for the labs.

To gain the credit from the labs you have to: select a topic for your semestral project, implement the semestral project, present a report about chosen scientific paper that is relevant to the topic of computer graphics for 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

Teaching methods -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

Frontal education during lectures; labs are project-oriented, where a student is presented a list of computer graphics oriented semester projects they can choose from. The project is then presented and consulted regularly during labs.

Requirements to the exam -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

To successfully pass the course you have to pass the oral examination and receive a credit for the labs.

To gain the credit from the labs you have to: select a topic for your semestral project, implement the semestral project, present a report about chosen scientific paper that is relevant to the topic of computer graphics for computer games.

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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