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Technologies of Video Games

Code 13828
Year 1
Semester S2
ECTS Credits 6
Workload PL(30H)/T(30H)
Scientific area Informatics
Entry requirements N/A
Learning outcomes The general objectives of the course are:
- To enable students with a holistic view of computer graphics in digital games.
- To enable students with skills in the innovation, design and development of game engines.
- To prepare students for the research at MSc and PhD levels.
Regarding learning objectives, at the end of course the student must at least:
- To be able to build up a geometric kernel for modelling 3D scenes.
- To be able to develop and implement a point search algorithm based on an accelerated geometric data structure (e.g., Kd-tree).
- To be able to develop and implement a collision detection algorithm for objects moving in a 3D scene.
- To be able to develop and implement a pathfinding algorithm in 3D scenes.
- To be able to make a critical analysis of an algorithm relating to a given gaming technology, and thereafter to be able to sketch an innovative algorithm or a set of hypotheses that could lead to to innovation in game technology and / or algorithms.
Syllabus 01. Game engine architecture.
02. 3D scene rendering and management.
03. Advanced topics in texturing.
04 Advanced topics in 3D scene illumination.
05. Shadows in 3D.
06. Ray casting and ray tracing.
07. Physically-based rendering.
08. Terrain generation and modelling.
09. Collision detection.
10. Modelling physics of n-bodies.
11. Pathfinfing.
Main Bibliography - D. Eberly. 3D Game Engine Architecture. Morgan Kaufmann Publishers, 2005.
- J. Gregory, J. Lander, and M. Whiting. Game Engine Architecture, 2nd ed., AK Peters / CRC Press, 2014.
- M. McShaffry and D. Graham. Game Coding Complete, 4th ed., Cengage Learning PTR, 2012.
- A. Watt and F. Policarpo. 3D Games: Real-time Rendering and Software Technology (vol.1).
Addison-Wesley Publ. Company, 2000.
- A. Watt and F. Policarpo. 3D Games: Animation and Advanced Real-time Rendering (vol.2).
Addison-Wesley Publ. Company, 2003.
- T. Akenine-Moller, E. Haines, and N. Hoffmann. Real-Time Rendering, 3rd ed, . A.K. Peters / CRC Press, 2008.
- D. Eberly. Game Physics. CRC Press, 2010.
- Christer Erikson. Real-time Collision Detection. The Morgan Kaufmann Series in Interactive 3-D
Technology, CRC Press, 2004.
- Ian Millington and John Funge. Artificial Intelligence for Games. CRC Press, 2009.
- Mat Buckland. Programming Game AI by Example. Wordware Publishing Inc., 2004.
Teaching Methodologies and Assessment Criteria To allow the student to acquire the skills (see learning objectives) required in course, the following activities are planned:
- 2h/week of theoretical (T) lectures on theoretical concepts, methods and algorithms, using overhead projection, white-board writing, and discussing ideas with students;
- 2h/week of practical and laboratory classes (PL), in which students apply and test concepts and
algorithms introduced in lectures by solving programming exercises proposed by the instructor;
- 2h/week tutoring for answering questions, solving problems that were not resolved in the PL classes, as
well as to monitor the students in developing their individual projects.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2022-06-17

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