Games and Simulation



  • Basic 3D Modeling and implementation of the 3D graphics pipeline
  • Illumination models and techniques (local and global)
  • Modern GPU architecture and shader programming
  • Explore GPU capabilities to create advanced effects in real time
  • Specific techniques for game development and simulation
  • Computer animation techniques
  • Game engine architecture and development
  • 3D audio content creation and reproduction


  • Program the vast majority of the presented techniques
  • Build 3D interactive graphics applications
  • Program and use software components in the domain (game engines)
  • Select and apply the appropriate solution to a given problem 


  • Ability to analyze current graphics hardware and current graphics systems
  • Ability to analyze and program game engines
  • Better understanding of related concepts such as photography, cinema and physics.

General characterization





Responsible teacher

Fernando Pedro Reino da Silva Birra, Nuno Manuel Robalo Correia


Weekly - 4

Total - 56

Teaching language



- Programming experience (C, C++ or Java)

- Basic Linear Algebra (vectors and matrices)

- Basic geometry notions

- Introductory course on Computer Graphics


Available soon

Teaching method

The topics covered in the lectures, where applicable, will be presented with enphasis on its formalisms and motivation. The presentations will be supported by practical demonstrations based on screenshots, demos or interactive applications. The vast majority of the topics will be the subject of practical implementations in a game to be developed throughout the semester using a game engine that implements the studied techniques. This development is evaluated at two distinct times. Students also improve a given ray tracer with a set of global illumination techniques.

Evaluation method

Each student will be assigned a score for the projects as well as 2 written tests (minimum score required). The final exam will replace the 2 written tests (in cases of score improvement or previous failure to pass).

Subject matter

  1. 3D Graphics Hardware and the 3D Graphics pipeline
  2. Basic 3D Modeling and Geometry Representations
  3. Light-Obect interaction. Illumination models (local and global) and shading
  4. Advanced rendering topics: texture mapping applications and shadow generation.
  5. Game engine arquitecture.
  6. Scene graph, data management and rendering optimizations for real time.
  7. Animation techniques: key frame, vertex morphing and articulated motion.
  8. Collision Detection and Response.
  9. Phyics for 3D Games and numerical methods.
  10. Physics of Sound propagation, sound localization and 3D sound synthesis.
  11. Game engine programming and game development.


Programs where the course is taught: