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Class Graphic Computing

  • Presentation

    Presentation

    Graphics are an integral part of modern games, having a crucial role in their technical and artistic execution. As such, this curricular unit exists to give students the tools necessary to understand the challenges that are ahead of them in this area, as well as allow them to take the best technical decisions. It will also help them with the implementation of an artistic vision and understand the limitation of the target hardware, as well as provide them some idea on future technologies that might be very important in a few years.
  • Code

    Code

    ULHT1075-2267
  • Syllabus

    Syllabus

    Introduction Light Physics Transformations Clipping and culling Graphic APIs Hardware concepts Rendering Rasterization Lines and triangles Depth buffer Blending Vertex shaders Gouraud shading  Lambertian lighting model Fog and light attenuation Backface culling Pixel shaders Texturing Phong lighting model Normal mapping Shadows Other shaders Geometry shaders Compute shaders  Physically Based Rendering BRDFs Modern rendering pipeline Rendering architecture Forward and deferred rendering Optimization Lightmaps Light probes Environment maps Animation Particle systems Skeletal animation Mesh deformation Advanced Topics Procedural Graphics Image processing Raytracing and beyond Signed Distance Fields Augmented and Virtual Reality
  • Objectives

    Objectives

    Learn from the basic to advanced concepts required for rendering visuals for videogames Understand a modern game engine rendering pipeline Lay the groundwork necessary to understand and invent future game graphics developments Being capable of understanding how a rendered image is built Gain the insight necessary to create innovative solutions for challenges that naturally arise in computer game graphics Provide the tools to steer development of the art of a game, from a technical perspective
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    * Exposition presenting the concepts * Demonstration of those concepts in practice, with real life examples if possible * Practical through the execution of small programming tasks related to the current lecture   The semestral evaluation is done through a final project at the end of the semestre. The exam evaluation is done in the same way.
  • References

    References

    Foley, J. D., Van, F. D., Van Dam, A., Feiner, S. K., Hughes, J. F., Angel, E., & Hughes, J. (1996). Computer graphics: principles and practice (Vol. 12110). Addison-Wesley Professional. Akenine-Möller, T., Haines, E., & Hoffman, N. (2019). Real-time rendering. Crc Press.  
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