|
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