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Computer Graphics in Digital Games

Code 14475
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, including their data structures and algorithms.
- 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 develop and implement a collision detection algorithm for objects moving in a 3D scene (e.g., Gilbert-Johnson-Keerthi algorithm).
- To be able to develop and implement a pathfinding algorithm in 3D scenes (e.g., A* algorithm).
- 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 innovation in game technology and / or algorithms.
Syllabus 01. Architecture of video game engines.
02. Geometric data structures.
03. Terrain generation and modeling.
04. Spatial data structures.
05. Collision detection.
06. Modeling the physics of bodies in games.
07. Management and rendering of 3D scenes.
08. Geometric culling in 3D scenes.
09. Shadows in 3D scenes.
10. Management of aligned formations and crowds.
11. Pathfinding.
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.
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 projects.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2024-03-12

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