TCAA0001-1 |
| Tech art |
Volume horaire :
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| 100h Th |
Number of credits :
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Lecturer :
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| Jonas DELNAYE, Caroline DUBOIS, Jérôme EIPPERS, Jonathan GILLARD, Samuel JEMINE, Egon RIVERA FERNANDEZ, Amaury SCHEEN |
Référent UE :
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| Jérôme DACREMONT |
Language(s) of instruction :
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| French language |
Organisation and examination :
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| Teaching in the first semester, review in January |
Units courses prerequisite and corequisite :
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| Prerequisite or corequisite units are presented within each program |
Learning unit contents :
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| This unit consists of the following chapters:
- Applied mathematics
- Scripting 1
- Visual effects & rendering 1
- Procedural generation 1 - Procedural texturing
- Pipeline tools 1
- Technical animation 1
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Learning outcomes of the learning unit :
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| At the end of this course unit, the student will be able, for each chapter, to:
Applied Mathematics
- Understand and use basic mathematical concepts of trigonometry, Euclidean geometry, and vectors.
- Use basic functions to model behaviors in video games and ensure smooth transitions in animations and movements.
- Use interpolation techniques (splines, Béziers) to create realistic accelerations and decelerations between two positions.
- Apply transformation matrices to manage the position, rotation, and scale of objects in a three-dimensional space. Understand the function of the 3D to 2D projection matrix.
- Use matrices and their inverses to switch from local space to global space and vice versa, and combine matrices to optimize object transformations and on-screen displays.
- Use the concept of a function derivative and its physical applications.
- Understand and use the concepts of position, speed, acceleration, and forces.
- Understand and apply Newton's laws to model physical interactions in video games.
- Use the laws of motion (uniform motion, uniformly accelerated motion, gravity, friction) to simulate realistic object movements in games.
- Analyze the effects of gravity and friction on objects to create dynamic and realistic game environments.
Scripting 1
- Know and be able to use variables and their different types.
- Be able to use different arithmetic, logical, and comparison operators.
- Be able to use different selection and iteration statements.
- Be able to create and use methods.
- Understand what a class is and its instances.
- Understand the concept of accessibility.
- Understand what a namespace is.
- Understand and use enumerations.
- Understand the concepts of inheritance and polymorphism.
- Develop a work methodology and a programming logic.
- Be able to create gameplay-related features in a game engine using multiple different scripts
Visual Effects & Rendering 1
- Demonstrate an understanding of the basics of visual effects creation and related techniques.
- Combine different techniques to create a complex and coherent visual effect.
- Animate different elements to create a visual effect with appropriate intentions and transitions.
Procedural Generation 1 - Procedural Texturing
- Generate procedural textures using software, for both artistic and technical purposes.
- Leverage the advantages of procedural generation when creating a texture.
- Integrate the result of procedural generation into a game engine and use it in shaders.
Pipeline Tools 1
- Identify and develop an asset production pipeline for a real-time engine.
Technical Animation 1
- Create production pipeline tools related to animation.
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Prerequisite knowledge and skills :
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Planned learning activities and teaching methods :
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- Theoretical Courses
- Practical Courses
- Individual Work
- Group Work
Our training program is based on project-based pedagogy. In doing so, students are encouraged to apply the resources from each chapter to a cross-disciplinary project, with the full briefing and assessment criteria provided at the beginning of the course. However, the successful completion of the project as an integrated assessment depends on the students' participation and engagement in the various activities offered to them. Without this, the module's grade may be temporarily set to 0/20 until they fulfill the requirements. |
Mode of delivery (face to face, distance learning, hybrid learning) :
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| Hybrid teaching |
Recommended or required readings :
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| See the UE institutional area |
Assessment methods and criteria :
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| Evaluation Mode: Submission of work remotely, in-person assessment.
Organization of the Assessment: Submission of work, written or digital production in person, possibility of a written exam.
Type of Assessment: Assessment for the course module. Instructions and evaluation criteria are provided in the "Briefings" section of the Teams space.
Grading Method: Assessment for the course module = 100% of the grade. |
Work placement(s) :
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Organizational remarks :
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- Location : Namur
- Course timetable: daytime teaching
- UE timetable: see hyperplanning via https://heaj-planning.hyperplanning.fr/hp/etudiant
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Contacts :
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