TCAB0001-1 |
| Tech art avancé |
Volume horaire :
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| 100h Th |
Number of credits :
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Lecturer :
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| Gil DAMOISEAUX, Caroline DUBOIS, Raphaël ERNAELSTEN, Samuel JEMINE, Franck SAUER |
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
- Shader 1
- Shader 2
- Shader 3
- Procedural generation 3 - Procedural assets
- Scripting 3
- Visual effects & rendering 3
- Pipeline tools 3
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Learning outcomes of the learning unit :
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| The specific objectives for each chapter are as follows:
Applied Mathematics
- Understand and use the 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.
- Apply transformation matrices to manage the position, rotation, and scale of objects in a three-dimensional space.
- Understand and use quaternions to represent and manipulate rotations in three-dimensional spaces.
- Analyze the limitations of floating-point number representation and their impact on the precision of calculations in simulations.
- Use the concepts of frequency and Fourier decomposition to create complex structures by combining multiple octaves of noise.
- Apply basic statistical concepts to analyze and interpret quantitative data.
- Use statistical methods to process and analyze digital signals in video game applications.
Shader 1
- Study and understand the logical operation of the GPU.
- Learn custom shader programming in the HLSL language.
- Develop custom functions in HLSL within a Shader Graph.
Shader 2
- Understand the advanced use of variables in a VFX system integrated into a real-time rendering engine.
- Use custom HLSL modules in a VFX system integrated into a real-time rendering engine to manage particle behavior in advanced ways.
Shader 3
- Demonstrate an understanding of parallel programming on the GPU.
- Build and expand complex systems using compute shaders.
Procedural Generation 3 - Procedural Assets
- Learn to use advanced tools for procedural resource creation.
- Combine these various resources to create complex VFX and scenes.
- Integrate these procedural resources into a game engine.
Scripting 3
- Create tools to facilitate production using the C# programming language integrated into a game engine.
- Understand the ergonomics needed to allow tool use by third parties.
- Learn to write documentation for a tool to ensure its use by a wide audience.
Visual Effects & Rendering 3
- Understand and master advanced techniques for creating special effects, procedural generation, or rendering. Be able to create variations and integrate them into specific cases.
Pipeline Tools 3
- Create tools inside and outside a game engine to establish a creation pipeline between multiple software applications.
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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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