BSc CS sem 5 Game Programming techmax/notes download





Objectives: Learner should get the understanding computer Graphics programming using Directx or Opengl. Along with the VR and AR they should also aware of GPU, newer technologies and programming using most important API for windows. Expected Learning Outcomes: Learner should study Graphics and gamming concepts with present working style of developers where everything remains on internet and they need to review it, understand it, be a part of community and learn. Unit I Mathematics for Computer Graphics, DirectX Kickstart: Cartesian Coordinate system: The Cartesian XY-plane, Function Graphs, Geometric Shapes, Polygonal Shapes, Areas of Shapes, Theorem of Pythagoras in 2D, Coordinates, Theorem of Pythagoras in 3D, 3D Polygons, Euler’s Rule Vectors: Vector Manipulation, multiplying a Vector by a Scalar, Vector Addition and Subtraction, Position Vectors, Unit Vectors, Cartesian Vectors, Vector Multiplication, Scalar Product, Example of the Dot Product, The Dot Product in Lighting Calculations, The Dot Product in Back-Face Detection, The Vector Product, The Right-Hand Rule, deriving a Unit Normal Vector for a Triangle Areas, Calculating 2D Areas Transformations: 2D Transformations, Matrices, Homogeneous Coordinates, 3D Transformations, Change of Axes, Direction Cosines, rotating a Point about an Arbitrary Axis, Transforming Vectors, Determinants, Perspective Projection, Interpolation DirectX: Understanding GPU and GPU architectures. How they are different from CPU Architectures? Understanding how to solve by GPU? 15L Unit II DirectX Pipeline and Programming: Introduction To DirectX 11: COM, Textures and Resources Formats, The swap chain and Page flipping, Depth Buffering, Texture Resource Views, Multisampling Theory and MS in Direct3D, Feature Levels Direct3D 11 Rendering Pipeline: Overview, Input Assembler Stage (IA), Vertex Shader Stage (VS), The Tessellation Stage (TS), Geometry Shader Stage (GS), Pixel Shader Stage (PS), Output merger Stage (OM) Understanding Meshes or Objects, Texturing, Lighting, Blending. Interpolation and Character Animation: Trigonometry: The Trigonometric Ratios, Inverse Trigonometric Ratios, Trigonometric Relationships, The Sine Rule, The Cosine Rule, Compound Angles, Perimeter Relationships Interpolation: Linear Interpolant, Non-Linear Interpolation, Trigonometric Interpolation, Cubic Interpolation, Interpolating Vectors, Interpolating Quaternions Curves: Circle, Bezier, B-Splines Analytic Geometry: Review of Geometry, 2D Analytic Geometry, Intersection Points, Point in Triangle, and Intersection of circle with straight line. 15L Unit III Introduction to Rendering Engines: Understanding the current market Rendering Engines. Understanding AR, VR and MR.Depth Mappers, Mobile Phones, Smart Glasses, HMD’s Unity Engine: Multi-platform publishing, VR + AR: Introduction and working in Unity, 2D, Graphics, Physics, Scripting, Animation, Timeline, Multiplayer and Networking, UI, Navigation and Pathfinding, XR, Publishing. Scripting: Scripting Overview, Scripting Tools and Event Overview XR: VR, AR, MR, Conceptual Differences. SDK, Devices 15L Text Book(s): 1) Mathematics for Computer Graphics, John Vince, Springer-Verlag London, 5th Edition,2017 2) Mathematics for 3D Game Programming and Computer Graphic, Eric Lengyel, Delmar