DRAFT
This is an intermediate course about real-time computer graphics focusing on techniques used in contemporary 3D games.
News
Follow the appropriate channel at Gamedev Discord!
https://discord.gg/c49DHBJ
Dates (SIS)
Lectures: Thursdays 9:00, some will be physical, some will be online, see the schedule; we start 22.2.2024
Labs: “Thursdays, 10:40”, video only – we will host one event for presentations of your projects at the end of the semester
How to pass the course
You are required to enter a team of ideally 3 people (not more), select a topic (i.e. a whitepaper with GPU technique), implement it, and present it at the end of the semester.
Then you have to pass the oral examination.
Course Exam
There will be an oral examination done during the examination period.
Here goes a list of topics (might be updated as the semester proceeds) including some details on the examination itself.
Exam dates:
TO-BE-DECIDED
Schedule
Type | No. | Date | Format | Topic | Lecturer | Content | Slides / Videos |
Lec | 1. | Thu 22.2.2024 | Physical (S4) |
Introduction | Tomáš Iser | Course overview | |
Lab | 1. | Thu 22.2.2024 | Discord Info |
Instructions how to form teams will be shared on Discord |
Jakub Gemrot | ||
Lec | 2. | Thu 29.2.2024 | Online (Discord) |
Review of the GPU architecture and the OpenGL/DirectX pipeline Shaders & Shading Technology |
Martin Pernica | GPU architecture Moving geometry primitives through the pipeline Shader stages one by one: vertex, pixel, geometry, tessellation, compute |
|
Lab | 2. | Thu 29.2.2024 | Video | DirectX 11 Part 1 | Jakub Gemrot | PDF (2022) MP4 (2022) |
|
Lec | 3. | Thu 7.3.2024 | Online (Discord) |
Game Engine Architecture: Overview | Martin Pernica | Game engine components / layers Game loops (single/multi processor) Gameplay system Development, debugging, optimizations |
|
Lab | 3. | Thu 7.3.2024 | Video | DirectX 11 Part 2 Deadline for: Teams + project description (GDrive) |
Jakub Gemrot | PDF (2022) MP4 (2022) |
|
Lec | 4. | Thu 14.3.2024 | Physical (S4) |
Content Creation I – Manual | Martin Kahoun | Content creation for games in general The importance of texture calibration Level of detail Photogrammetry Creating large landscapes |
|
Lab | 4. | Thu 14.3.2024 | Video | DirectX 11 Part 3 | Jakub Gemrot | PDF (2022) MP4 (2022) |
|
Lec | 5. | Thu 21.3.2024 | Physical (S4) |
Content Creation II – Procedural | Martin Kahoun | Gentle introduction to procedural modelling Procedural shading basics Examples of use in gaming engines |
|
Lab | 5. | Thu 21.3.2024 | Video | DirectX 11 Part 4 | Jakub Gemrot | PDF -1- -2- (2022) MP4 (2022) |
|
Lec | 6. | Thu 28.3.2024 | Online (Discord) |
GTA V + DOOM 4 renderer dissection | Martin Pernica | Techniques used in GTA V and DOOM 4 renderers | |
Lab | 6. | Mon 28.3.2024 | Online | DirectX 11 Part 5 Deadline for: Semester project report 1 (GDrive) |
Jakub Gemrot | PDF (2022) MP4 (2022) (incomplete) |
|
(2022)Lec | 7. | Thu 4.4.2024 | Physical (S4) |
Real-time shadows | Tomáš Iser | Shadow calculation (shadow mapping, shadow volume) Advanced shadow mapping techniques Soft shadows Anti-aliasing (if time permits) |
|
Lec | 8. | Thu 11.4.2024 | Physical (S4) |
Animation | Martin Kahoun | Animation – formats and compression Bone (or skeletal) animation; rigid bodies, joints Vertex blending and problems Forward and inverse kinematics, solvers Facial animations; blend shapes, morph targets Motion capture Physically based animations; hair animation, anatomical body models |
|
Lec | 9. | Thu 18.4.2024 | Physical (S4) |
Physically-based Rendering – Part I Preliminaries |
Tomáš Iser | Intro to radiometry, photometry, colorimetry Radiance, luminance, color spaces, chromacity diagram sRGB, brightness and gamma correction Light-matter interactions, BRDF, the reflection equation |
|
Lec | 10. | Thu 25.4.2024 | Physical (S4) |
Physically-based Rendering – Part II | Tomáš Iser | Reflection models introduction Lambertian diffuse, Fresnel reflection Environment maps Spherical Harmonics |
|
Thu 25.4.2024 | Deadline for: Semester project report 2 (GDrive) | Jakub Gemrot | |||||
Lec | 11. | Fri 2.5.2024 | Physical (S4) |
Physically-based Rendering – Part III Advanced real-time shading techniques |
Tomáš Iser | Brief overview of Monte Carlo integration Image-based lighting Prefiltered environment maps Filtered importance sampling Basic global illumination & path-tracing Photon mapping |
GDrive |
Fri 7.6.2024 | Physical (SW2) |
Final project presentations (GDrive) |
Labs details
The labs have two parts:
- there are going to be 4 labs oriented on Direct X 11 and the low-level programming for GPUs (no homeworks),
- you will be required to form a team of 3 people,
- then you have to select a semester project and write a document with the assignment,
- on which you will be incrementally working throughout the semester,
- extend your document with 2 reports
- and finally deliver the project during presentations.
You will receive credits for labs if you:
- are sending us regular semester project reports,
- successfully deliver and defend a semester project.
Semester Project Topics
See this document with some suggestions.
Deliverables
- Project description
Example: LINK (solo project, does not include -6-)
Mandatory sections:- Name of the project
- Your starting point (possibly detailing your starting knowledge in real-time graphics)
- Features you are targetting
- Technologies you will use
- Milestones
- Responsibilities – mapping features -> team members
Semester Project Grading
You need to gather at least 60 points for your semester project in order to pass.
You are gathering points by choosing a semester project topic, sending reports and defending your semester project (on time).
You receive points for:
- Forming a team and choosing a semester project topic on time – 10 points
- Deliver Semestral report 1 on time – 10 points
- Deliver Semestral report 2 on time – 10 points
- Defending your project – up-to 40 points
Semester projects are judged by teachers.
Semester Project Final Presentations
Prepare 10 minutes presentation at max. It is mandatory to show your project in action, video is not accepted. It will be followed by 10 minutes of Q&A.
Example presentation flow:
1. Topic introduction [1 minute]
2. Team and features mapping (who did what) [2 minutes]
3. Live show-case [6 minutes]
4. Closing remarks [1 minute]