Explore Lecture 4: Advanced Graphics Techniques, covering In this lecture on advanced graphics programming for games, students explore essential techniques including 2D and 3D.
Topics Covered
Introduction to Advanced Graphics Programming
Overview of 2D and 3D Rendering
Understanding the Graphics Pipeline
Key Concepts in Rendering Techniques
Introduction to Shaders
Advanced Shader Techniques: Normal Mapping
Advanced Shader Techniques: Specular Highlights
Lighting Fundamentals in Game Graphics
Types of Lighting: Ambient, Diffuse, and Specular
Advanced Texture Techniques: Bump Mapping
Using 3D Models in Game Development
Optimizing 3D Models for Performance
Level of Detail (LOD) Techniques
Real-World Applications of Advanced Graphics
Future Trends in Graphics Programming
Types of Shaders: Vertex and Fragment
The Role of Geometry Shaders
Understanding Compute Shaders
Shader Programming Languages: GLSL and HLSL
Creating Basic Shaders: A Step-by-Step Guide
Batching and Instancing for Performance
Profiling Graphics Performance
Tools for Graphics Optimization
References
Angel, E. and Shreiner, D. (2009) Interactive Computer Graphics. 6th edn. Boston: Pearson.
Shirley, P. and Marschner, S. (2018) Fundamentals of Computer Graphics. 4th edn. A K Peters/CRC Press.
Akenine-Möller, T. et al. (2019) Real-Time Rendering. 4th edn. CRC Press.
Pharr, M., Jakob, W. and Humphreys, G. (2016). Physically Based Rendering. 3rd edn. Morgan Kaufmann.
Cook, R.L. and Carpenter, L. (1984) 'Distributed Ray Tracing' in ACM SIGGRAPH Computer Graphics Vol 18(3).
Akenine-Möller, T. et al. (2018). Real-Time Rendering. 4th edn. CRC Press.
Foley, J.D. et al. (1995) Computer Graphics: Principles and Practice. Addison-Wesley.