Course Info
This is an advanced course about computer graphics for computer games. Students are tought about advanced algorithms for real-time graphics and practice them in the real environment of chosen game engine (e.g. Unreal Engine 4). The course is taught at MFF UK as NPGR033.
Schedule
Lectures: Wednesdays, 10:40, S5 (we start 24.2.2016)
Labs: Wednesdays, 14:00, SW1 (we start 2.3.2016)
Lectures
- Introduction (slides)
- Review of the GPU architecture and the OpenGL/DirectX pipeline (slides)
- Shaders & Shading Technologies (slides)
- Game Engine Architecture I: Overview (slides)
- Game Engine Architecture II: UE4 Platform Independence (slides)
- Global Illumination – Theory (slides)
- Spherical Harmonics Theory (slides)
- Environment Lighting (slides)
- GI in Games (slides)
- Screen Space Effects (slides)
- Real-time Shadows (slides 1, slides 2)
- Invited lecture by Erik Veselý (fibix)
- Content Creation (slides)
- Sound Design
Labs
- Building Unreal Engine 4 from sources + RenderDoc plugin (notes)
- DirectX Introduction (slides)
- DirectX & HLSL Crash Course – Part I (slides) RasterTek tutorials solutions: Tut04, Tut05, Tut07, Tut10, Tut22, Tut40, Tut41)
- RasterTek DirectX 11 Tutorials (Series 1)
- Requires Microsoft DirectX SDK (June 2010)
- Workaround for installer error S1023
- Warning: tutorials won’t work on Windows 8.1+ where DirectX SDK has been refactored into Windows SDK
- There are DirectX 11 Tutorials (Series 2) that are using new Windows SDK, but they end with Tutorial 05 unfortunately
- Homework:
- Extend Tutorial 41 to handle N lights (not through the means of hardcoding them into vertex/pixel shaders)
- Due date: 3.4.2016 23:59
- DirectX & HLSL Crash Course – Part II (slides) (RasterTek tutorials solutions: Tut16, Tut37, Tut43, Tut44, Tut50)
- RasterTek DirectX 11 Tutorials (Series 1)
- Homework:
- Extend Tutorial 50 by integrating N lights from previous homework into deferred shading
- Due date: 13.4.2016 23:59
- Unreal Engine 4 First (2nd) Steps (slides)
- MyProceduralMesh UE4 project
- Homework:
- Do Steps 3 & 4 from slides (Steps 1 & 2 should help you in doing them)
- Due date: 13.4.2016 23:59
- Unreal Engine 4 – Materials & Shading (slides)
- Unreal Engine 4 – Lighting (slides, Colored Shades Tutorial, Homework)
- Unreal Engine 4 + VXGI (slides)
- UnrealEngine 4 + slides for LPV + CSM + DFAO/SS + link to Custom Depth Buffer, example project CornellBox-LPV Project
- Homework:
- Use Custom Depth Buffer in FPS starter project and highlight objects the player aims at
- Homework: