Lecture 4: Advanced Graphics Techniques

Computer Science & IT - Lecture 4: Advanced Graphics Techniques - 23 slides

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.
  • Cook, R.L. (1984) 'Shade Trees'. ACM Transactions on Graphics, 18(3), pp.223-231.
  • Choi, B. (2020) 3D Modeling & Rendering Essentials. New York: McGraw-Hill Education.
  • Fernando, R. (2005) GPU Gems 2. Boston: Addison-Wesley.
  • Schneider, P.J. and Eberly, D.H. (2003) Geometric Tools for Computer Graphics. Amsterdam: Elsevier.
  • Epic Games (2020) Real-time rendering with Unreal Engine. Available at: https://www.unrealengine.com/.
  • Angel, E. and Shreiner, D. (2011) Interactive Computer Graphics. 6th edn. Boston: Addison-Wesley.
  • Shirley, P. (2020) Fundamentals of Computer Graphics. 5th edn. A K Peters/CRC Press.
  • Cook, S. (2012) GPU Computing Gems. 1st edn. Morgan Kaufmann.
  • Kessenich, J., Baldwin, G. and Rost, R. (2006) The OpenGL Shading Language. 2nd edn. Addison-Wesley.
  • Phong, B.T., Illumination Model (1975).
  • NVIDIA (2020) Graphics Optimization Guide
  • McDonald, J. (2018) Real-Time Rendering Optimization Guide
  • NVIDIA (2021) Nsight Development Guide
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