MSE Master of Science in Engineering

The Swiss engineering master's degree


Ogni modulo equivale a 3 crediti ECTS. È possibile scegliere un totale di 10 moduli/30 ECTS nelle seguenti categorie: 

  • 12-15 crediti ECTS in moduli tecnico-scientifici (TSM)
    I moduli TSM trasmettono competenze tecniche specifiche del profilo e si integrano ai moduli di approfondimento decentralizzati.
  • 9-12 crediti ECTS in basi teoriche ampliate (FTP)
    I moduli FTP trattano principalmente basi teoriche come la matematica, la fisica, la teoria dell’informazione, la chimica ecc. I moduli ampliano la competenza scientifica dello studente e contribuiscono a creare un importante sinergia tra i concetti astratti e l’applicazione fondamentale per l’innovazione 
  • 6-9 crediti ECTS in moduli di contesto (CM)
    I moduli CM trasmettono competenze supplementari in settori quali gestione delle tecnologie, economia aziendale, comunicazione, gestione dei progetti, diritto dei brevetti, diritto contrattuale ecc.

La descrizione del modulo (scarica il pdf) riporta le informazioni linguistiche per ogni modulo, suddivise nelle seguenti categorie:

  • Insegnamento
  • Documentazione
  • Esame
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.

Requisiti

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).

Obiettivi di apprendimento

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.

Contenuti del modulo

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%). 

Metodologie di insegnamento e apprendimento

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

Bibliografia

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. 

Scarica il descrittivo completo del modulo

Indietro