MSE Master of Science in Engineering

The Swiss engineering master's degree


Each module contains 3 ECTS. You choose a total of 10 modules/30 ECTS in the following module categories: 

  • 12-15 ECTS in technical scientific modules (TSM)
    TSM modules teach profile-specific specialist skills and supplement the decentralised specialisation modules.
  • 9-12 ECTS in fundamental theoretical principles modules (FTP)
    FTP modules deal with theoretical fundamentals such as higher mathematics, physics, information theory, chemistry, etc. They will teach more detailed, abstract scientific knowledge and help you to bridge the gap between abstraction and application that is so important for innovation.
  • 6-9 ECTS in context modules (CM)
    CM modules will impart additional skills in areas such as technology management, business administration, communication, project management, patent law, contract law, etc.

In the module description (download pdf) you find the entire language information per module divided into the following categories:

  • instruction
  • documentation
  • examination 
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.

Prerequisites

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).

Learning Objectives

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.

Contents of 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%). 

Teaching and Learning Methods

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

Literature

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. 

Download full module description

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