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Real-time Rendering Lecture notes
 
  • Introduction to this module
  • Real-time rendering vs. non real-time rendering
  • Photo-realism
  • State-of-the-art
  • Graphic rendering pipeline (Application -> Geometry -> Rasterizer)
  • Rendering speed
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        • Challenge of lighting
        • Local illumination vs. global illumination
        • Light source types (Ambient, Point, Spotlight, Directional)
        • Reflection models (Ambient, Diffuse, Specular)
        • Lighting equation
        • Colour models


        • Shading models (Flat, Gouraud, Phong)
        • Global Illumination (Ray-tracing, Radiosity)
        • Shadows
          • Hard & soft shadows
          • Shadow mapping & shadow volumes
          • Shadow volumes using stencil buffer
    Week 4: Radiosity, Shadows & Texture Mapping
        • Radiosity
        • Shadows
          • Hard & soft shadows
          • Shadow mapping & shadow volumes
          • Shadow volumes using stencil buffer
        • Texture mapping
          • What texturing is & how used
          • Texture co-ordinate
          • Interpolation

     

            • Interpolation & sampling textures
            • Aliasing & texture filtering (Magnification, Minification, Bilinear filtering)
            • Mipmapping
            • Texture projections (spherical, cylindrical, planar, cube)
            • Environment mapping
            • Bump mapping
            • Multi-textures/passes
            • Texture cost
            • Procedural textures

     

     Week 6: Scene Management & Speed-up Techniques

        • Spatial data structures
        • Bounding Volume Hierarchy (BVH)
        • Binary Space Partitioning (BSP) trees
        • Octrees & loose octrees
        • Scene graphs
        • Culling techniques
          • Backface Culling
          • View-Frustum Culling
          • Portal Culling
     
                                  Week 7: Culling Techniques & Level of Detail
        • Culling techniques (cont.)
          • Occlusion Culling
          • Detail Culling
        • Level of Detail
          • Introduction
          • Discrete LOD
          • Mesh reduction in 3Ds Max
          • Continuous LOD
          • Drastic simplification
          • View-dependent LOD
          • Hierarchical LOD
          • Choosing LODs, LOD runtime management


        • Physically-based simulation
        • Physics Fidelity & Realism
        • Physics in games (state-of-the-art)
        • Physics Level of Detail (LOD)
        • Physics engines
        • Collision Detection (CD)
          • Introduction
          • Ray tracing
          • Bounding Volume Hierarchies

     

        • Bounding Volume Hierarchies (BVH)
          • Sphere
          • AABB
          • OBB
          • K-DOP
          • Tradeoffs of various BVs
        • Methods to exclude non colliding objects
          • Grid Method
          • Sweep & Prune
        • Complex object against complex object (Multiscale CD)
        • Moving Mesh against Moving Mesh
        • CD for hundreds of objects 


        • Problems of polygonal rendering (Rendering Massive Models)
        • Image-Based Rendering basic idea
        • Advantages of IBR
        • Problems of IBR
        • Hybrid approaches: Post-rendering warping
        • Impostors/sprites
          • The simplest impostor: billboard
        • 3D Image Cache
        • 3D warping using depth information
        • Coherent Layers
     

        • Introduction to GPU
        • Motivation: why use graphics hardware?
        • Background on graphics hardware
        • The architecture of GPU
        • 4 major GPU architectures (Sort-first, Sort-middle, Sort-Last Fragment, Sort-Last Image)
        • Memory bandwidth usage
        • The architecture of the XBOX


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