Computer Graphics for Computer Games (Summer 2015/16)

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

  1. Introduction (slides)
  2. Review of the GPU architecture and the OpenGL/DirectX pipeline (slides)
  3. Shaders & Shading Technologies (slides)
  4. Game Engine Architecture I: Overview (slides)
  5. Game Engine Architecture II: UE4 Platform Independence (slides)
  6. Global Illumination – Theory (slides)
  7. Spherical Harmonics Theory (slides)
  8. Environment Lighting (slides)
  9. GI in Games (slides)
  10. Screen Space Effects (slides)
  11. Real-time Shadows (slides 1, slides 2)
  12. Invited lecture by Erik Veselý (fibix)
  13. Content Creation (slides)
  14. Sound Design

Labs

  1. Building Unreal Engine 4 from sources + RenderDoc plugin (notes)
  2. DirectX Introduction (slides)
  3. 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)
    • 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
  4. 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
  5. 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
  6. Unreal Engine 4 – Materials & Shading (slides)
  7. Unreal Engine 4 – Lighting (slides, Colored Shades Tutorial, Homework)
  8. Unreal Engine 4 + VXGI (slides)
  9. UnrealEngine 4 + slides for LPV + CSM + DFAO/SS + link to Custom Depth Buffer, example project CornellBox-LPV Project
    • Homework:

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