cse3agt adv games programming tech

ADVANCED GAMES PROGRAMMING TECHNOLOGY

CSE3AGT

2016

Credit points: 15

Subject outline

In this unit students will develop the skills required to efficiently program modern real-time computer graphics. With much of video game development focusing on pushing the levels of achievable graphics quality, students will learn many of these state of the art graphics techniques used in the latest games. The complexities of realistic lighting and shadowing, efficient draw calls, geometry optimisation and multi-platform rendering are covered with the current technologies driving these solutions. Over the semester students will learn OpenGL for PC with compatibility for mobile devices (iOS/android), advanced rendering techniques and GPU architectures. Students will program modern shadowing and ambient occlusion, geometric tessellation and screen coverage optimisation, physically/non-physically based materials with anisotropy and glossy reflections, forward and deferred rendering systems, post processing algorithms as well as many other state of the art rendering algorithms.

SchoolSchool Engineering&Mathematical Sciences

Credit points15

Subject Co-ordinatorZhen He

Available to Study Abroad StudentsYes

Subject year levelYear Level 3 - UG

Exchange StudentsYes

Subject particulars

Subject rules

Prerequisites CSE2GAM or CSE4AT1 or equivalent

Co-requisitesN/A

Incompatible subjects CSE4AGT

Equivalent subjectsN/A

Special conditionsN/A

Learning resources

Readings

Resource TypeTitleResource RequirementAuthor and YearPublisher
ReadingsOpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)PrescribedDave Shreiner, Bill Licea-Kane, and Graham SellersADDISON-WESLEY

Graduate capabilities & intended learning outcomes

01. Efficiently program in modern OpenGL

Activities:
Lectures contain general theory on modern graphics pipeline and algorithms. Labs contain sample code and graded exercises in using modern graphics PAIs.
Related graduate capabilities and elements:
Inquiry/ Research(Inquiry/ Research)
Creative Problem-solving(Creative Problem-solving)
Discipline-specific GCs(Discipline-specific GCs)

02. Program modern rendering techniques such as: modern shadowing and ambient occlusion, geometric tessellation, physically/non-physically based, forward and deferred rendering systems, post processing algorithms and other modern techniques.

Activities:
Lectures contain theory and algorithms used in modern rendering systems. The labs reinforce this knowledge as students will program and use each of the covered algorithms.
Related graduate capabilities and elements:
Discipline-specific GCs(Discipline-specific GCs)

03. Understand advanced rendering techniques, realistic lighting and shadowing, efficient draw calls, geometry optimisation and multi-platform rendering.

Activities:
Lectures cover these topics and provide references for further reading.
Related graduate capabilities and elements:
Inquiry/ Research(Inquiry/ Research)

Subject options

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Start date between: and    Key dates

Melbourne, 2016, Semester 1, Day

Overview

Online enrolmentYes

Maximum enrolment sizeN/A

Enrolment information

Subject Instance Co-ordinatorZhen He

Class requirements

Laboratory ClassWeek: 10 - 22
One 3.0 hours laboratory class per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.

LectureWeek: 10 - 22
One 2.0 hours lecture per week on weekdays during the day from week 10 to week 22 and delivered via face-to-face.

Assessments

Assessment elementComments%ILO*
Exam (2 hours)4003
Laboratory work equivalent to 400 wordsHurdle requirement: In order to pass the unit, students must obtain an overall pass grade, pass the examination and pass the overall non-examination components.1002
One programming assignment (equivalent to 2100 words)5001, 02