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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, present two short reports about the work progress, and finally present and demonstrate the project. Last update: Iser Tomáš, Mgr., Ph.D. (21.02.2025)
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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, Mgr., 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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