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This course gives an overview of advanced computer graphics technologies used in the development of modern
computer games.
Last update: T_KSVI (14.05.2015)
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To introduce students to the real-time rendering techniques used with modern GPUs including advanced shading and global illumination. Last update: Gemrot Jakub, Mgr., Ph.D. (16.07.2020)
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To successfully pass the course you have to pass the written 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, attend the labs (not necessarily every week), where you present your work progress, and finally present and demonstrate the project.
If you have a timetable collision with the labs, it is possible to organize a different time. Last update: Iser Tomáš, RNDr., Ph.D. (04.02.2026)
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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 Last update: T_KSVI (14.05.2015)
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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. Last update: Gemrot Jakub, Mgr., Ph.D. (16.07.2020)
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The exam is written and contains topics covered during the lectures. Last update: Iser Tomáš, RNDr., Ph.D. (21.02.2025)
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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 Last update: T_KSVI (14.05.2015)
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