Objetivo:
Conocer diversos temas de actualidad sobre la graficación y la animación por computadora, estudiando las nuevas tecnologias proporcionadas en HTML5
Temario:
Introducción a HTML5
Desarrollo de aplicaciones gráficas interactivas con:
Processing
Gráficas raster 2D con Canvas
Gráficas vectoriales 2D con SVG
Gráficas 3D con WebGL
Audio y video con HTML5
Arquitectura de un game engine
Motores gráficos (render engine)
Gráficas de escena (scene graphs)
Detección de colisiones
Evaluación:
Practicas 50%
Proyecto final 50%
Bibliografía:
Casey Reas, Ben Fry, John Maeda, "Processing: A Programming Handbook for Visual Designers and Artists", The MIT Press, 2007
Casey Reas, Ben Fry, "Getting Started with Processing", Make, 2010
Bruce Lawson, Remy Sharp, "Introducing HTML5", New Riders Press, 2011
Mark Pilgrim, "HTML5: Up and Running", O'Reilly Media, 2010
Brett McLaughlin, "What Is HTML5?", 2011
Peter Lubbers, "Pro HTML 5 Programming", Apress, 2010
Tomas Akenine-Moller , Eric Haines, Naty Hoffman, "Real-Time Rendering", A K Peters/CRC Press, Third Edition, 2008
Christer Ericson, "Real-Time Collision Detection", The Morgan Kaufmann Series in Interactive 3-D Technology, 2005
Jason Gregory, Jeff Lander, Matt Whiting, "Game Engine Architecture", A K Peters/CRC Press, 2009
David H. Eberly, "3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics", The Morgan Kaufmann Series in Interactive 3D Technology, Second Edition, 2006
David H. Eberly, "3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic", The Morgan Kaufmann Series in Interactive 3D Technology, 2004
Aaftab Munshi, "OpenGL ES 2.0 Programming Guide", Addison-Wesley Professional, 2008
NPAR Proceedings of the International Symposium on Non-Photorealistic Animation and Rendering, http://portal.acm.org/event.cfm?id=RE267&CFID=110337750&CFTOKEN=50027378