<metaproperty="og:title"content="GSAS-4530 - Computer Graphics for Games">
<metaproperty="og:description"content="This course covers the history and practice of traditional computer graphics but emphasizes modern techniques for modeling, viewing, and rendering techniques in 3D computer graphics systems, including modern shader pipeline programming in OpenGL using C++. Topics include raster graphics techniques as well as the mathematical foundations and matrix transformations relevant to 3D graphics; clipping and projection; hidden surface removal; managing 3D graphics data structures; hierarchical systems; rasterization; culling; 2D and 3D texture mapping; methods for building and using 3D models; lighting and material models and implementation; shadows, shadow mapping, and generating soft shadows; skyboxes, skydomes, and environment mapping; normal, bump, and height mapping; parametric surface representation; introduction to animation; tessellation and geometry shaders; compositing; terrain generation; atmospheric effects such as fog and clouds; generating and applying 3D noise; performance issues such as minimizing dynamic allocation and controlling the level of detail; special effects.">
This course covers the history and practice of traditional computer graphics but emphasizes modern techniques for modeling, viewing, and rendering techniques in 3D computer graphics systems, including modern shader pipeline programming in OpenGL using C++. Topics include raster graphics techniques as well as the mathematical foundations and matrix transformations relevant to 3D graphics; clipping and projection; hidden surface removal; managing 3D graphics data structures; hierarchical systems; rasterization; culling; 2D and 3D texture mapping; methods for building and using 3D models; lighting and material models and implementation; shadows, shadow mapping, and generating soft shadows; skyboxes, skydomes, and environment mapping; normal, bump, and height mapping; parametric surface representation; introduction to animation; tessellation and geometry shaders; compositing; terrain generation; atmospheric effects such as fog and clouds; generating and applying 3D noise; performance issues such as minimizing dynamic allocation and controlling the level of detail; special effects.