
Games and Simulation
Code
11557
Academic unit
Faculdade de Ciências e Tecnologia
Department
Departamento de Informática
Credits
6.0
Teacher in charge
Fernando Pedro Reino da Silva Birra, Nuno Manuel Robalo Correia
Weekly hours
4
Teaching language
Português
Objectives
Knowledge
- Basic 3D Modeling and implementation of the 3D graphics pipeline
- Illumination models and techniques (local and global)
- Modern GPU architecture and shader programming
- Explore GPU capabilities to create advanced effects in real time
- Specific techniques for game development and simulation
- Computer animation techniques
- Game engine architecture and development
- 3D audio content creation and reproduction
Application
- Program the vast majority of the presented techniques
- Build 3D interactive graphics applications
- Program and use software components in the domain (game engines)
- Select and apply the appropriate solution to a given problem
Soft-Skills
- Ability to analyze current graphics hardware and current graphics systems
- Ability to analyze and program game engines
- Better understanding of related concepts such as photography, cinema and physics.
Prerequisites
- Programming experience (C, C++ or Java)
- Basic Linear Algebra (vectors and matrices)
- Basic geometry notions
- Introductory course on Computer Graphics
Subject matter
- 3D Graphics Hardware and the 3D Graphics pipeline
- Basic 3D Modeling and Geometry Representations
- Light-Obect interaction. Illumination models (local and global) and shading
- Advanced rendering topics: texture mapping applications and shadow generation.
- Game engine arquitecture.
- Scene graph, data management and rendering optimizations for real time.
- Animation techniques: key frame, vertex morphing and articulated motion.
- Collision Detection and Response.
- Phyics for 3D Games and numerical methods.
- Physics of Sound propagation, sound localization and 3D sound synthesis.
- Game engine programming and game development.
Bibliography
- Jason Gregory, “Game Engine Arquitecture”, 2nd edition, A K Peters/CRC Press, 2014, ISBN-13: 978-1466560017
- David H. Eberly, “3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics”, 2nd edition, CRC Press, 2006, ISBN-13: 978-0122290633
- J.F. Hughes, A. van Dam, M. McGuire, D. Sklar, J.D. Foley, S.K. Feiner, K. Akeley, "Computer Graphics: Principles and Practice", 3rd Edition, Addison-Wesley Professional (2013), ISBN-13: 978-0321399526
- T. Akenine-Moller, E. Haines, N. Hoffman, "Real-Time Rendering", Third Edition, AK Peters (2008), ISBN-13: 978-1568814247
- R.J. Rost, B.M. Licea-Kane, D. Ginsburg, J. Kessenich, B. Lichtenbelt, H. Malan, M. Weiblen, "OpenGL Shading Language", 3rd Edition, Addison-Wesley Professional (2009), ISBN-13: 978-0321637635
Additional readings will be provided during classes and through the course website.