WM9M3-15 Advanced Computer Graphics
Introductory description
This module is being created for the MSc in Games Engineering. It will cover advanced computer graphics concepts and keep students up to date with state of the art methods.
Computer graphics is one the main foundations of computer games development. While the first module, Computer Graphics, formed a foundation to enable students to develop high performance renderers for interactive environments as required by video games, this module provides students with a strong fundamental and critical comprehension of the field. It presents the theory and adavanced concepts of computer graphics, outlining the mathematical and algorithmic details of the highest quality physically-based methods that are only now beginning to be adopted by industry. This will future proof our graduates to ensure that they can advance games engineering when they are in industry. It will ensure students can comprehend and can evaluate state of the art developments in imaging, architecture and mathematics as they are used in games.
Module aims
The principal aim of this module is for students to be able to develop advanced theoretical concepts in terms of mathematics and algorithms in computer graphics that will serve them in good stead for future developments in the area. Furthermore, they shold be able to read relevant, recently published, research in the field and be able to form a good understanding of it and critically evaluate its potential use for games.
Outline syllabus
This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.
Advanced mathematics for computer graphics (Monte Carlo)
Signal processing
Physically-based rendering
Physically-based shading
Participating media
- Atmospherics
- subsurface scattering
Advanced graphics architectures
Advanced real-time effects
Screen space effects (reflections, filtering etc)
Real-time ray tracing
Perception and the human visual system
Post-processing (perhaps move to games engineering)
- TAA, TMOs
Learning outcomes
By the end of the module, students should be able to:
- Have a comprehensive knowledge of phyiscally-based rendering and shading
- Reduce complex formulations of physically-based solutions for high performance in interactive environments
- Review and critically evaluate state-of-the-art computer graphics research
Indicative reading list
Pharr, M., Jakob, W., & Humphreys, G. (2016). Physically based rendering: From theory to implementation. Morgan Kaufmann.
(4th edition coming out in Feb 2023)
Dutre, P., Bala, K., & Bekaert, P. (2018). Advanced global illumination. AK Peters/CRC Press.
Banterle, F., Artusi, A., Debattista, K., & Chalmers, A. (2017). Advanced high dynamic range imaging. AK Peters/CRC Press.
View reading list on Talis Aspire
Research element
Quite a few of the methods being presented will be state of the art methods available only from recent publications and journals and conferences. Students will be expected to be able to read and evaluate such research papers.
Interdisciplinary
The mathematical and algorithmic skills developed here can be applied to many other fields in computing, physics, maths and engineering. For example, the mathematical methods and architecture used in graphics are very similar to those used in machine learning.
Subject specific skills
Mathematical skills and programming skills.
Transferable skills
Technology literacy, adaptability
Study time
Type | Required |
---|---|
Lectures | 10 sessions of 1 hour 30 minutes (10%) |
Seminars | 1 session of 1 hour 30 minutes (1%) |
Tutorials | 9 sessions of 1 hour 30 minutes (9%) |
Online learning (scheduled sessions) | 7 sessions of 1 hour 30 minutes (7%) |
Other activity | 29 hours 30 minutes (19%) |
Assessment | 80 hours (53%) |
Total | 150 hours |
Private study description
No private study requirements defined for this module.
Other activity description
29 hours of student self directed study in preperation for in class work. Guidance on self directed study will be provided in class.
Costs
No further costs have been identified for this module.
You must pass all assessment components to pass the module.
Assessment group A
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
PMA Project | 100% | 80 hours | Yes (extension) |
A programming project to implement an advanced rendering method - for example a path tracer with real-time components and physically-based shaders. |
Feedback on assessment
Written feedback will be provided for the assessment.
Pre-requisites
To take this module, you must have passed:
Courses
This module is Core for:
- Games Engineering