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 provide both theoretical knowledge and practical expertise in the techniques that enable modern computer games to achieve photorealistic graphics in real time.

You will learn to harness the immense computational power of modern GPUs and use it efficiently to get the highest performance when rendering lifelike scenes in real time. To that end, you will learn all about advanced lighting models using both rasterization and ray tracing. Additionally, the course covers a multitude of GPU-accelerated post-processing effects and techniques to increase the visual fidelity of complex 3D scenes.

Compétences préalables

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

This course is ideal in combination and/or as a continuation of the EVA complementary modules Computer Graphics (MS_CompGraph), Virtual Reality (MS_VirtReal), and Game Development (MS_GameDev).

Objectifs d'apprentissage

In this course, participants gain a deeper understanding of the ecosystem, technologies, and mathematics that power modern GPUs and enable photorealistic real-time rendering. This provides a solid foundation in cutting-edge techniques, allowing them to further advance in this field independently.

In addition to a strong theoretical background, the learning path includes tutorials and assignments focused on implementing these state-of-the-art technologies, fostering a complete understanding of how to exploit the full potential of GPU architectures.

Thanks to the hands-on experience gained in addressing the complexity of modern GPU programming and selected advanced rendering techniques used in the leading industry, students will be able to implement cutting-edge graphics in their own future projects. By the end of the course, they will have mastered the principles and techniques behind modern real-time graphics, with skills that apply across domains such as games, simulation, virtual reality, and interactive visualization.

Contenu des modules

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

Tomas Akenine-Möller et al. 2018. Real-Time Rendering (4th ed.). O'Reilly.

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

Wolfgang Engel et al. 2010-2016. GPU Pro Series (Vol. 1-7). A K Peters/CRC Press. 

Télécharger le descriptif complet

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