Faculdade de Ciências e Tecnologia

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

  1. 3D Graphics Hardware and the 3D Graphics pipeline
  2. Basic 3D Modeling and Geometry Representations
  3. Light-Obect interaction. Illumination models (local and global) and shading
  4. Advanced rendering topics: texture mapping applications and shadow generation.
  5. Game engine arquitecture.
  6. Scene graph, data management and rendering optimizations for real time.
  7. Animation techniques: key frame, vertex morphing and articulated motion.
  8. Collision Detection and Response.
  9. Phyics for 3D Games and numerical methods.
  10. Physics of Sound propagation, sound localization and 3D sound synthesis.
  11. 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.

Courses