Graphics programming 2

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Graphics Programming 2 teaches you the finer points of Vulkan, Shader and physics programming.

In this module you will also learn how to render a 3D scene in realtime with DirectX 11.

 

We start with a rehash of the basic lighting functions to create  GLSL shaders such as: Cell shader, Normal mapping, Parallax mapping, Parallax occlusion mapping,...

Another shader is the vertex skinning shader which allows you to add animated characters into your 3D application.

You will also learn how to implement the physics part of a 3D application which includes: collision detection, character controller, vehicle,...

We continue with post processing shaders, a topic that has a huge impact on the rendering pipeline.

Finally realtime water reflections and shadows are added to the mix to enhance the look of the 3D application.

At the end of Graphics Programming 2, the students should be able to work with any graphical 3D API and Physics engine in the industry.

The built game engine will also give the students a better understanding of the design philosophy of commercial and open source game engines.

In this way, students will be able to quickly understand and work with these other game engines.

 

Technologies used: Microsoft Visual Studio

Lecturers:

  • koen.samyn@howest.be
  • pieter-jan.vandenberghe@howest.be

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