Lecture: Real-time in-game shader design and programming
Prerequisites: Direct3D, HLSL, previous class on game programming.
Description: This class is designed to teach student how to create fast and efficient in-game shader that best describe the concept art. The class is structured as a real world programming task where the artist and engine engineer provide a visual in-game target and spec for rendering. The class also explores challenges in facing in-game rendering such as slow shader functions, inefficient normal maps, and overuse of texture maps.
Objective:
1. To understand production game graphics programming requirements
2. Interface with concept art department to achieve desired look in game.
3. Implement fast and efficient real-time game shader.
Lecture structure:
1. 3 days hands-on programming class
2. 2 programming assignments with similar specs and workflow

Specification for Consumer House Shading
Spec:
Art: 2,000 tris, up to 2048x2048 diffuse texture, normal map and mask as appropriate.
The limits are the absolute maximum. if you can build great house in a
fraction of the resources and cheapest shader please do so.
Code Spec: please use the RGB specularity model and alpha channel glow. Real-time rendering should look like Concept Art below.
Work Flow:1¡¢Artist Concept Drawing
2¡¢Artist Model before real-time shaders
3¡¢Realtime Lighting Shader Created for Robot
Real-time Game Engine Results:

