MSE Master of Science in Engineering

The Swiss engineering master's degree


Chaque module vaut 3 ECTS. Vous sélectionnez 10 modules/30 ECTS parmi les catégories suivantes:

  • 12-15 crédits ECTS en Modules technico-scientifiques (TSM)
    Les modules TSM vous transmettent une compétence technique spécifique à votre orientation et complètent les modules de spécialisation décentralisés.
  • 9-12 crédits ECTS en Bases théoriques élargies (FTP)
    Les modules FTP traitent de bases théoriques telles que les mathématiques élevées, la physique, la théorie de l’information, la chimie, etc., vous permettant d’étendre votre profondeur scientifique abstraite et de contribuer à créer le lien important entre l’abstraction et l’application dans le domaine de l’innovation.
  • 6-9 crédits ECTS en Modules contextuels (CM)
    Les modules CM vous transmettent des compétences supplémentaires dans des domaines tels que la gestion des technologies, la gestion d’entreprise, la communication, la gestion de projets, le droit des brevets et des contrats, etc.

Le descriptif de module (download pdf) contient le détail des langues pour chaque module selon les catégories suivantes:

  • leçons
  • documentation
  • examen 
Advanced computer graphics (TSM_AdvCompG)

The objective of this course is to offer both theoretical knowledge and practical expertise in the realm of contemporary real-time 3D Computer Graphics (CG) systems.

In this class, you will delve deep into the world of modern GPU programming techniques, gaining firsthand experience to enhance the realism and performance of 3D rendering software. You'll explore the generation of complex synthetic images, mastering the intricacies of advanced lighting models, shadows, a multitude of post-processing filters, and achieving precise transparency effects, among other topics.

Compétences préalables

Linear algebra (vectors, matrices, homogeneous coordinates), C/C++ programming, 3D computer graphics (basic real-time rasterization). 

Objectifs d'apprentissage

Through this course, the student acquires a better understanding of the ecosystem, technology, and mathematics behind current generation's real-time rendering software, and gets solid foundations to further move in this field on his/her own. 

The course contents are not only approached from a theoretical or introductory point of view, but always discussed in-depth and supported by their direct, effective implementation (via tutorials and assignments) on dedicated hardware. 

Thanks to the direct experience gained in dealing with the complexity of modern GPU programming and selected state-of-the-art techniques used by the leading industry, students can integrate similar solutions in their projects.

Catégorie de module

The module covers the following topics (including the % of weight given to each of them):

  • GPU programming and software architecturing via a modern API with particular focus on code design and performance implications (30%).
  • Realistic lighting through Physically-Based Rendering (PBR), global illumination, real-time ray tracing, and shadow mapping (30%).
  • Deferred rendering: advantages and limitations (15%).  
  • The problem of correct Order-Independent Transparency (OIT) and its solutions (15%).
  • Post-processing effects to enhance image quality: anti-aliasing, High-Dynamic Range (HDR), tone mapping, and ambient occlusion (10%). 

Méthodes d'enseignement et d'apprentissage

Lectures, tutorials, demos, and practical work on computer and dedicated hardware. Students will be asked to implement selected techniques on their own as assignment. 

Bibliographie

Graham Sellers, Richard S. Wright, and Nicholas Haemel. 2015. OpenGL Superbible: Comprehensive Tutorial and Reference (7th ed.). Addison-Wesley Professional.

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