SubjectsSubjects(version: 978)
Course, academic year 2025/2026
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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 2025
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
Additional information: https://cgg.mff.cuni.cz/courses/computer-graphics-for-game-development/
Guarantor: RNDr. Tomáš Iser, Ph.D.
Teacher(s): Darryl Gouder, M.Sc.
RNDr. Tomáš Iser, Ph.D.
Is incompatible with: NPGX033
Is interchangeable with: NPGX033
Annotation -
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)
Aim of the course -

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)
Course completion requirements -

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)
Literature -

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)
Teaching methods -

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)
Requirements to the exam -

The exam is written and contains topics covered during the lectures.

Last update: Iser Tomáš, RNDr., Ph.D. (21.02.2025)
Syllabus -

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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