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E6. Develop video games in high-level programming languages in graphics engines based on specifications.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
The Advanced Graphic Programming subject is part of the development specialty. While the degree has seen subjects related to Engine and Gameplay programming, this subject will discuss in more detail the creation of advanced graphics effects by programming today's video cards. This subject, despite being related to the branch of programming and related to the subjects of Programming I, Programming II, Mathematical foundations of video games and Game engines, is very close to the artistic branch of the degree since the results sought are the visual improvement of the product through graphic programming. The subject is presented as an eminently practical subject where students implement and experiment with shaders.
Topic 1: Render pipeline
Topic 2: Lighting
Topic 3: PostProcessing
The grade of each student will be calculated following the following percentages:
A1. Laboratory practice: Custom shader with Unity 25%
A2. Partial examination 25%
A3. Laboratory practice: Custom shader with Unity using Shader Graph 25%
A4. Final exam 25%
Final grade = A1 0.25 + A2 0.25 + A3 0.25 + A4 0.25
Considerations:
Recovery:
Engel, Wolfgang. ShaderX4: Advanced Rendering Techniques (2006).
Engel, Wolfgang. GPU PRO 3: Advanced Rendering Techniques (2012).
Fernando, Randima. GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics (2004).