Computação Gráfica em Jogos Digitais

Código:
17917
Ano:
1
Semestre:
S2
Créditos ECTS:
6
Carga Horária:
PL(30H)/T(30H)
Área Científica:
Informática
Learning outcomes:
The general objectives of the course unit are:
- To provide students with a comprehensive understanding of computing and computer graphics through digital games.
- To equip students with skills in innovation, design, and development of game engines, including their data structures and algorithms.
- To prepare students for research at the master's and doctoral levels.

Regarding the learning objectives, the student should be able to at least:
- Use a game engine to create a game.
- Build a geometric kernel for modeling 3D scenes (e.g., "wing edge data structure").
- Build a point search algorithm (e.g., "nearest neighbor") from an acceleration data structure (e.g., Kd-tree).
- Build a collision detection algorithm in 3D scenes (e.g., GJK algorithm).
- Build a pathfinding algorithm in 3D scenes (e.g., A* algorithm).
- Build a shadow generation algorithm in 3D scenes.
Syllabus:
00. Game Genres (optional).
01. Video Game Engine Architecture.
02. Geometric Data Structures.
03. Spatial Data Structures.
04. Terrain Generation and Modeling.
05. 3D Scene Management and Rendering.
06. Geometric Culling in 3D Scenes.
07. Collision Detection.
08. Shadow Generation in 3D Scenes (optional).
09. Path Tracing in 3D Scenes (optional).
10. Deferred Rendering (optional).
11. Modeling the Physics of Bodies in Games.
12. Managing Aligned Formations and Crowds.
13. Path Finding.
14. Fundamentals of Game Design (optional).
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.
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- 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.
Language:
Portuguese. Tutorial support is available in English.
Esta informação promove os seguintes Objetivos de Desenvolvimento Sustentável da ONU:
Garantir o acesso à educação inclusiva, de qualidade e equitativa, e promover oportunidades de aprendizagem ao longo da vida para todos