University certificate
The world's largest faculty of information technology”
Why study at TECH?
Position yourself in a booming industry, with the best program in the university landscape that only TECH can offer you”
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Virtual Reality transports us to immersive worlds, allowing experiences ranging from the simulation of complex surgeries to architectural design in real time. The impact of this discipline transcends the technological sphere, as it is shaping the way we live, work and learn. Its constant evolution not only demands professionals trained to implement these tools, but also visionaries capable of expanding their applications to new horizons.
Computer Vision gives machines the ability to interpret and analyze images and videos, enabling the development of advanced technologies. These include autonomous vehicles, which are revolutionizing transportation, and medical diagnostic platforms, which improve accuracy and efficiency in healthcare. In addition, recent advances in this field, such as multitasking models and generative technologies, are opening up new possibilities in the creation of innovative solutions. Integration with edge computing has also facilitated real-time data processing, which further expands the applications of Computer Vision. For all these reasons, being a professional trained in these disciplines not only opens doors in a technology sector in constant growth, but also allows you to be part of projects that have a real impact on daily life. It also contributes to the development of technologies that continue to transform the way we interact with the world and improve our quality of life.
The TECH curriculum, together with its 100% online methodology and Relearning learning approach, allows the student to fully concentrate on the key subjects to specialize in these technological areas. In addition, the graduate will have the support of the most specialized faculty and the most updated research in the university field. All this without timetables and from anywhere in the world, which allows students to adapt their studies to their own pace, without interfering with their personal or work commitments.
The combination of creativity and technology is waiting for you to start developing great solutions with a global impact”
This Advanced master’s degree in Virtual Reality and Computer Vision contains the most complete and up-to-date program on the market. The most important features include:
- Practical cases presented by experts in IT
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used to improve learning
- Its special emphasis on innovative methodologies in Virtual Reality and Computer Vision
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
Become the best in Virtual Reality and Computer Vision, at your own pace, without schedules and from anywhere in the world”
Its teaching staff includes professionals from the field of journalism, who bring to this program the experience of their work, as well as renowned specialists from reference societies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide an immersive learning experience designed to prepare for real-life situations.
This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.
Master these technologies with the didactic tools that TECH offers you and start changing lives"
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Develop applications and live the most exciting challenges in the world's largest online university"
Syllabus
The Advanced master’s degree curriculum in Virtual Reality and Computer Vision is designed as a comprehensive and advanced academic opportunity in these two key disciplines. The program begins with a solid foundation in the fundamentals of programming, applied mathematics and image processing. Throughout the course, students will delve into the development of virtual environments using state-of-the-art tools. In addition, they will explore advanced simulation and interaction techniques in immersive environments.
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Join TECH and you will begin to transform entertainment with immersive experiences in Computer Vision”
Module 1. Computer Vision
1.1. Human Perception
1.1.1. Human Visual System
1.1.2. The Color
1.1.3. Visible and Non-Visible Frequencies
1.2. Chronicle of the Computer Vision
1.2.1. Principles
1.2.2. Evolution
1.2.3. The Importance of Computer Vision
1.3. Digital Image Composition
1.3.1. The Digital Image
1.3.2. Types of Images
1.3.3. Color Spaces
1.3.4. RGB
1.3.5. HSV and HSL
1.3.6. CMY-CMYK
1.3.7. YCbCr
1.3.8. Indexed Image
1.4. Image Acquisition Systems
1.4.1. Operation of a Digital Camera
1.4.2. The Correct Exposure for Each Situation
1.4.3. Depth of Field
1.4.4. Resolution
1.4.5. Image Formats
1.4.6. HDR Mode
1.4.7. High Resolution Cameras
1.4.8. High-Speed Cameras
1.5. Optical Systems
1.5.1. Optical Principles
1.5.2. Conventional Lenses
1.5.3. Telecentric Lenses
1.5.4. Types of Autofocus Lenses
1.5.5. Focal Length
1.5.6. Depth of Field
1.5.7. Optical Distortion
1.5.8. Calibration of an Image
1.6. Illumination Systems
1.6.1. Importance of Illumination
1.6.2. Frequency Response
1.6.3. LED Illumination
1.6.4. Outdoor Lighting
1.6.5. Types of Lighting for Industrial Applications. Effects
1.7. 3D Capture Systems
1.7.1. Stereo Vision
1.7.2. Triangulation
1.7.3. Structured Light
1.7.4. Time of Flight
1.7.5. Lidar
1.8. Multispectrum
1.8.1. Multispectral Cameras
1.8.2. Hyperspectral Cameras
1.9. Non-Visible Near Spectrum
1.9.1. IR Cameras
1.9.2. UV Cameras
1.9.3. Converting From Non-Visible to Visible by Illumination
1.10. Other Band Spectrums
1.10.1. X-Ray
1.10.2. Terahertz
Module 2. Applications and State-of-the-Art
2.1. Industrial Applications
2.1.1. Machine Vision Libraries
2.1.2. Compact Cameras
2.1.3. PC-Based Systems
2.1.4. Industrial Robotics
2.1.5. Pick and Place 2D
2.1.6. Bin Picking
2.1.7. Quality Control
2.1.8. Presence Absence of Components
2.1.9. Dimensional Control
2.1.10 Labeling Control
2.1.11 Traceability
2.2. Autonomous Vehicles
2.2.1. Driver Assistance
2.2.2. Autonomous Driving
2.3. Computer Vision for Content Analysis
2.3.1. Filtering by Content
2.3.2. Visual Content Moderation
2.3.3. Tracking Systems
2.3.4. Brand and Logo Identification
2.3.5. Video Labeling and Classification
2.3.6. Scene Change Detection
2.3.7. Text or Credits Extraction
2.4. Medical Application
2.4.1. Disease Detection and Localization
2.4.2. Cancer and X-Ray Analysis
2.4.3. Advances in Computer Vision given Covid19
2.4.4. Assistance in the Operating Room
2.5. Spatial Applications
2.5.1. Satellite Image Analysis
2.5.2. Computer Vision for the Study of Space
2.5.3. Mission to Mars
2.6. Commercial Applications
2.6.1. Stock Control
2.6.2. Video Surveillance, Home Security
2.6.3. Parking Cameras
2.6.4. Population Control Cameras
2.6.5. Speed Cameras
2.7. Vision Applied to Robotics
2.7.1. Drones
2.7.2. AGV
2.7.3. Vision in Collaborative Robots
2.7.4. The Eyes of the Robots
2.8. Augmented Reality
2.8.1. Operation
2.8.2. Devices
2.8.3. Applications in the Industry
2.8.4. Commercial Applications
2.9. Cloud Computing
2.9.1. Cloud Computing Platforms
2.9.2. From Cloud Computing to Production
2.10. Research and State-of-the-Art
2.10.1. Commercial Applications
2.10.2. What's Cooking
2.10.3. The Future of Computer Vision
Module 3. Digital Image Processing
3.1. Computer Vision Development Environment
3.1.1. Computer Vision Libraries
3.1.2. Programming Environment
3.1.3. Visualization Tools
3.2. Digital image Processing
3.2.1. Pixel Relationships
3.2.2. Image Operations
3.2.3. Geometric Transformations
3.3. Pixel Operations
3.3.1. Histogram
3.3.2. Histogram Transformations
3.3.3. Operations on Color Images
3.4. Logical and Arithmetic Operations
3.4.1. Addition and Subtraction
3.4.2. Product and Division
3.4.3. And/Nand
3.4.4. Or/Nor
3.4.5. Xor/Xnor
3.5. Filters
3.5.1. Masks and Convolution
3.5.2. Linear Filtering
3.5.3. Non-Linear Filtering
3.5.4. Fourier Analysis
3.6. Morphological Operations
3.6.1. Erosion and Dilation
3.6.2. Closing and Opening
3.6.3. Top_hat and Black hat
3.6.4. Contour Detection
3.6.5. Skeleton
3.6.6. Hole Filling
3.6.7. Convex Hull
3.7. Image Analysis Tools
3.7.1. Edge Detection
3.7.2. Detection of Blobs
3.7.3. Dimensional Control
3.7.4. Color Inspection
3.8. Object Segmentation
3.8.1. Image Segmentation
3.8.2. Classical Segmentation Techniques
3.8.3. Real Applications
3.9. Image Calibration
3.9.1. Image Calibration
3.9.2. Methods of Calibration
3.9.3. Calibration Process in a 2D Camera/Robot System
3.10. Image Processing in a Real Environment
3.10.1. Problem Analysis
3.10.2. Image Processing
3.10.3. Feature Extraction
3.10.4. Final Results
Module 4. Advanced Digital Image Processing
4.1. Optical Character Recognition (OCR)
4.1.1. Image Pre-Processing
4.1.2. Text Detection
4.1.3. Text Recognition
4.2. Code Reading
4.2.1. 1D Codes
4.2.2. 2D Codes
4.2.3. Applications
4.3. Pattern Search
4.3.1. Pattern Search
4.3.2. Patterns Based on Gray Level
4.3.3. Patterns Based on Contours
4.3.4. Patterns Based on Geometric Shapes
4.3.5. Other Techniques
4.4. Object Tracking with Conventional Vision
4.4.1. Background Extraction
4.4.2. Meanshift
4.4.3. Camshift
4.4.4. Optical Flow
4.5. Facial Recognition
4.5.1. Facial Landmark Detection
4.5.2. Applications
4.5.3. Facial Recognition
4.5.4. Emotion Recognition
4.6. Panoramic and Alignment
4.6.1. Stitching
4.6.2. Image Composition
4.6.3. Photomontage
4.7. High Dynamic Range (HDR) and Photometric Stereo
4.7.1. Increasing the Dynamic Range
4.7.2. Image Compositing for Contour Enhancement
4.7.3. Techniques for the Use of Dynamic Applications
4.8. Image Compression
4.8.1. Image Compression
4.8.2. Types of Compressors
4.8.3. Image Compression Techniques
4.9. Video Processing
4.9.1. Image Sequences
4.9.2. Video Formats and Codecs
4.9.3. Reading a Video
4.9.4. Frame Processing
4.10. Real Application of Image Processing
4.10.1. Problem Analysis
4.10.2. Image Processing
4.10.3. Feature Extraction
4.10.4. Final Results
Module 5. 3D Image Processing
5.1. 3D Imaging
5.1.1. 3D Imaging
5.1.2. 3D Image Processing Software and Visualizations
5.1.3. Metrology Software
5.2. Open3D
5.2.1. Library for 3D Data Processing
5.2.2. Features
5.2.3. Installation and Use
5.3. The Data
5.3.1. Depth Maps in 2D Image
5.3.2. Pointclouds
5.3.3. Normal
5.3.4. Surfaces
5.4. Visualization
5.4.1. Data Visualization
5.4.2. Controls
5.4.3. Web Display
5.5. Filters
5.5.1. Distance Between Points, Eliminate Outliers
5.5.2. High Pass Filter
5.5.3. Downsampling
5.6. Geometry and Feature Extraction
5.6.1. Extraction of a Profile
5.6.2. Depth Measurement
5.6.3. Volume
5.6.4. 3D Geometric Shapes
5.6.5. Shots
5.6.6. Projection of a Point
5.6.7. Geometric Distances
5.6.8. Kd Tree
5.6.9. 3D Features
5.7. Registration and Meshing
5.7.1. Concatenation
5.7.2. ICP
5.7.3. Ransac 3D
5.8. 3D Object Recognition
5.8.1. Searching for an Object in the 3d Scene
5.8.2. Segmentation
5.8.3. Bin Picking
5.9. Surface Analysis
5.9.1. Smoothing
5.9.2. Orientable Surfaces
5.9.3. Octree
5.10. Triangulation
5.10.1. From Mesh to Point Cloud
5.10.2. Depth Map Triangulation
5.10.3. Triangulation of Unordered PointClouds
Module 6. Deep Learning
6.1. Artificial Intelligence
6.1.1. Machine Learning
6.1.2. Deep Learning
6.1.3. The Explosion of Deep Learning. Why Now
6.2. Neural Networks
6.2.1. The Neural Network
6.2.2. Uses of Neural Networks
6.2.3. Linear Regression and Perception
6.2.4. Forward Propagation
6.2.5. Backpropagation
6.2.6. Feature Vectors
6.3. Loss Functions
6.3.1. Loss Functions
6.3.2. Types of Loss Functions
6.3.3. Choice of Loss Functions
6.4. Activation Functions
6.4.1. Activation Function
6.4.2. Linear Functions
6.4.3. Non-Linear Functions
6.4.4. Output vs. Hidden Layer Activation Functions
6.5. Regularization and Normalization
6.5.1. Regularization and Normalization
6.5.2. Overfitting and Data Augmentation
6.5.3. Regularization Methods: L1, L2 and Dropout
6.5.4. Normalization Methods: Batch, Weight, Layer
6.6. Optimization
6.6.1. Gradient Descent
6.6.2. Stochastic Gradient Descent
6.6.3. Mini Batch Gradient Descent
6.6.4. Momentum
6.6.5. Adam
6.7. Hyperparameter Tuning and Weights
6.7.1. Hyperparameters
6.7.2. Batch Size vs. Learning Rate vs. Step Decay
6.7.3. Weights
6.8. Evaluation Metrics of a Neural Network
6.8.1. Accuracy
6.8.2. Dice Coefficient
6.8.3. Sensitivity vs. Specificity/Recall Vs. Precision
6.8.4. ROC Curve (AUC)
6.8.5. F1-Score
6.8.6. Matrix Confusion
6.8.7. Cross-Validation
6.9. Frameworks and Hardware
6.9.1. Tensor Flow
6.9.2. Pytorch
6.9.3. Caffe
6.9.4. Keras
6.9.5. Hardware for the Training Phase
6.10. Creation of a Neural Network-Training and Validation
6.10.1. Dataset
6.10.2. Network Construction
6.10.3. Education
6.10.4. Visualization of Results
Module 7. Convolutional Neural Networks and Image Classification
7.1. Convolutional Neural Networks
7.1.1. Introduction
7.1.2. Convolution
7.1.3. CNN Building Blocks
7.2. Types of CNN Layers
7.2.1. Convolutional
7.2.2. Activation
7.2.3. Batch Normalization
7.2.4. Polling
7.2.5. Fully Connected
7.3. Metrics
7.3.1. Matrix Confusion
7.3.2. Accuracy
7.3.3. Precision
7.3.4. Recall
7.3.5. F1 Score
7.3.6. ROC Curve
7.3.7. AUC
7.4. Main Architectures
7.4.1. AlexNet
7.4.2. VGG
7.4.3. Resnet
7.4.4. GoogleLeNet
7.5. Image Classification
7.5.1. Introduction
7.5.2. Analysis of Data
7.5.3. Data Preparation
7.5.4. Model Training
7.5.5. Model Validation
7.6. Practical Considerations for CNN Training
7.6.1. Optimizer Selection
7.6.2. Learning Rate Scheduler
7.6.3. Check Training Pipeline
7.6.4. Training with Regularization
7.7. Best Practices in Deep Learning
7.7.1. Transfer Learning
7.7.2. Fine Tuning
7.7.3. Data Augmentation
7.8. Statistical Data Evaluation
7.8.1. Number of Datasets
7.8.2. Number of Labels
7.8.3. Number of Images
7.8.4. Data Balancing
7.9. Deployment
7.9.1. Saving and Loading Models
7.9.2. Onnx
7.9.3. Inference
7.10. Case Study: Image Classification
7.10.1. Data Analysis and Preparation
7.10.2. Testing the Training Pipeline
7.10.3. Model Training
7.10.4. Model Validation
Module 8. Object Detection
8.1. Object Detection and Tracking
8.1.1. Object Detection
8.1.2. Case Studies
8.1.3. Object Tracking
8.1.4. Case Studies
8.1.5. Occlusions, Rigid and Non-Rigid Poses
8.2. Assessment Metrics
8.2.1. IOU - Intersection Over Union
8.2.2. Confidence Score
8.2.3. Recall
8.2.4. Precision
8.2.5. Recall-Precision Curve
8.2.6. Mean Average Precision (MAP)
8.3. Traditional Methods
8.3.1. Sliding Window
8.3.2. Viola Detector
8.3.3. HOG
8.3.4. Non Maximal Supression (NMS)
8.4. Datasets
8.4.1. Pascal VC
8.4.2. MS Coco
8.4.3. ImageNet (2014)
8.4.4. MOTA Challenge
8.5. Two Shot Object Detector
8.5.1. R-CNN
8.5.2. Fast R-CNN
8.5.3. Faster R-CNN
8.5.4. Mask R-CNN
8.6. Single Shot Object Detector
8.6.1. SSD
8.6.2. YOLO
8.6.3. RetinaNet
8.6.4. CenterNet
8.6.5. EfficientDet
8.7. Backbones
8.7.1. VGG
8.7.2. ResNet
8.7.3. Mobilenet
8.7.4. Shufflenet
8.7.5. Darknet
8.8. Object Tracking
8.8.1. Classical Approaches
8.8.2. Particulate Filters
8.8.3. Kalman
8.8.4. Sort Tracker
8.8.5. Deep Sort
8.9. Deployment
8.9.1. Computing Platform
8.9.2. Choice of Backbone
8.9.3. Choice of Framework
8.9.4. Model Optimization
8.9.5. Model Versioning
8.10. Study: People Detection and Tracking
8.10.1. Detection of People
8.10.2. Monitoring of People
8.10.3. Re-Identification
8.10.4. Counting People in Crowds
Module 9. Image Segmentation with Deep Learning
9.1. Object Detection and Segmentation
9.1.1. Semantic Segmentation
9.1.1.1. Semantic Segmentation Use Cases
9.1.2. Instantiated Segmentation
9.1.2.1. Instantiated Segmentation Use Cases
9.2. Evaluation Metrics
9.2.1. Similarities with Other Methods
9.2.2. Pixel Accuracy
9.2.3. Dice Coefficient (F1 Score)
9.3. Cost Functions
9.3.1. Dice Loss
9.3.2. Focal Loss
9.3.3. Tversky Loss
9.3.4. Other Functions
9.4. Traditional Segmentation Methods
9.4.1. Threshold Application with Otsu and Riddlen
9.4.2. Self-Organized Maps
9.4.3. GMM-EM Algorithm
9.5. Semantic Segmentation Applying Deep Learning: FCN
9.5.1. FCN
9.5.2. Architecture
9.5.3. FCN Applications
9.6. Semantic Segmentation Applying Deep Learning: U-NET
9.6.1. U-NET
9.6.2. Architecture
9.6.3. U-NET Application
9.7. Semantic Segmentation Applying Deep Learning: Deep Lab
9.7.1. Deep Lab
9.7.2. Architecture
9.7.3. Deep Lab Application
9.8. Instantiated Segmentation Applying Deep Learning: Mask RCNN
9.8.1. Mask RCNN
9.8.2. Architecture
9.8.3. Application of a Mask RCNN
9.9. Video Segmentation
9.9.1. STFCN
9.9.2. Semantic Video CNNs
9.9.3. Clockwork Convnets
9.9.4. Low-Latency
9.10. Point Cloud Segmentation
9.10.1. The Point Cloud
9.10.2. PointNet
9.10.3. A-CNN
Module 10. Advanced Image Segmentation and Advanced Computer Vision Techniques
10.1. Database for General Segmentation Problems
10.1.1. Pascal Context
10.1.2. CelebAMask-HQ
10.1.3. Cityscapes Dataset
10.1.4. CCP Dataset
10.2. Semantic Segmentation in Medicine
10.2.1. Semantic Segmentation in Medicine
10.2.2. Datasets for Medical Problems
10.2.3. Practical Applications
10.3. Annotation Tools
10.3.1. Computer Vision Annotation Tool
10.3.2. LabelMe
10.3.3. Other Tools
10.4. Segmentation Tools Using Different Frameworks
10.4.1. Keras
10.4.2. Tensorflow v2
10.4.3. Pytorch
10.4.4. Others
10.5. Semantic Segmentation Project. The Data, Phase 1
10.5.1. Problem Analysis
10.5.2. Input Source for Data
10.5.3. Data Analysis
10.5.4. Data Preparation
10.6. Semantic Segmentation Project. Training, Phase 2
10.6.1. Algorithm Selection
10.6.2. Education
10.6.3. Assessment
10.7. Semantic Segmentation Project. Results, Phase 3
10.7.1. Fine Tuning
10.7.2. Presentation of The Solution
10.7.3. Conclusions
10.8. Autoencoders
10.8.1. Autoencoders
10.8.2. Autoencoder Architecture
10.8.3. Noise Elimination Autoencoders
10.8.4. Automatic Coloring Autoencoder
10.9. Generative Adversarial Networks (GANs)
10.9.1. Generative Adversarial Networks (GANs)
10.9.2. DCGAN Architecture
10.9.3. Conditional GAN Architecture
10.10. Enhanced Generative Adversarial Networks
10.10.1. Overview of the Problem
10.10.2. WGAN
10.10.3. LSGAN
10.10.4. ACGAN
Module 11. The 3D Industry
11.1. 3D Industry in Animation and Video Games
11.1.1. 3D Animation
11.1.2. 3D Industry in Animation and Video Games
11.1.3. 3D Animation Future
11.2. 3D in Video Games
11.2.1. Video Games. Limitations
11.2.2. 3D Video Game Development. Difficulties
11.2.3. Solutions to Video Game Development Difficulties
11.3. 3D Software for Video Games
11.3.1. Maya. Pros and Cons
11.3.2. 3Ds Max. Pros and Cons
11.3.3. Blender. Pros and Cons
11.4. Pipeline in 3D Asset Generation for Video Games
11.4.1. Idea and Assembly from a Modelsheet
11.4.2. Modeling with Low Geometry and High Detailing
11.4.3. Projection of Textured Details
11.5. Key Artistic 3D Styles for Video Games
11.5.1. Cartoon Style
11.5.2. Realistic Style
11.5.3. Cel Shading
11.5.4. Motion Capture
11.6. 3D Integration
11.6.1. 2D Digital World Integration
11.6.2. 3D Digital World Integration
11.6.3. Real-World Integration (AR, MR/XR)
11.7. Key 3D Factors for Different Industries
11.7.1. 3D in Film and Series
11.7.2. 3D in Video Games
11.7.3. 3D in Marketing
11.8. Render: Real-time Rendering and Pre-Rendering
11.8.1. Lighting
11.8.2. Shadow Definition
11.8.3. Quality vs. Speed
11.9. 3D Asset Generation in 3D Max
11.9.1. 3D Max Software
11.9.2. Interface, Menus, Toolbars
11.9.3. Controls
11.9.4. Scene
11.9.5. Viewports
11.9.6. Basic Shapes
11.9.7. Object Generation, Modification and Transformation
11.9.8. 3D Scene Creation
11.9.9. 3D Professional Asset Modeling for Video Games
11.9.10. Material Editors
11.9.10.1. Creating and Editing Materials
11.9.10.2. Applying Light to Materials
11.9.10.3. UVW Map Modifier. Mapping Coordinates
11.9.10.4. Texture Creation
11.10. Workspace Organization and Best Practices
11.10.1. Creation of a Project
11.10.2. Folder Structure
11.10.3. Custom Functionality
Module 12. Art and 3D in the Video Game Industry
12.1. 3D VR Projects
12.1.1. 3D Mesh Creation Software
12.1.2. Image Editing Software
12.1.3. Virtual Reality
12.2. Typical Problems, Solutions and Project Needs
12.2.1. Project Needs
12.2.2. Possible Problems
12.2.3. Solutions
12.3. Aesthetic Line Study for the Artistic Style Generation in Video Games: From Game Design to 3D Art Generation
12.3.1. Choice of Video Game Recipient. Who We Want to Reach
12.3.2. Developer's Artistic Possibilities
12.3.3. Final Definition of the Aesthetic Line
12.4. Aesthetic Benchmarking and Competitor Analysis
12.4.1. Pinterest and Similar Sites
12.4.2. Modelsheet Creation
12.4.3. Competitor Search
12.5. Bible Creation and Briefing
12.5.1. Bible Creation
12.5.2. Bible Development
12.5.3. Briefing Development
12.6. Scenarios and Assets
12.6.1. Production Asset Planning at Production Levels
12.6.2. Scenario Design
12.6.3. Asset Design
12.7. Asset Integration in Levels and Tests
12.7.1. Integration Process at All Levels
12.7.2. Texture.
12.7.3. Final Touches
12.8. Characters
12.8.1. Character Production Planning
12.8.2. Character Design
12.8.3. Character Asset Design
12.9. Character Integration in Scenarios and Tests
12.9.1. Character Integration Process in Levels
12.9.2. Project Needs
12.9.3. Animations
12.10. 3D Video Game Audio
12.10.1. Project Dossier Interpretation for Sound Identity Generation of Video Games
12.10.2. Composition and Production Processes
12.10.3. Soundtrack Design
12.10.4. Sound Effect Design
12.10.5. Voice Design
Module 13. Advanced 3D
13.1. Advanced 3D Modeling Techniques
13.1.1. Interface Configuration
13.1.2. Modeling Observation
13.1.3. Modeling in High
13.1.4. Organic Modeling for Videogames
13.1.5. Advanced 3D Object Mapping
13.2. Advanced 3D Texturing
13.2.1. Substance Painter Interfaces
13.2.2. Materials, Alphas and Brush Use
13.2.3. Particle Use
13.3. 3D Software and Unreal Engine Export
13.3.1. Unreal Engine Integration in Designs
13.3.2. 3D Model Integration
13.3.3. Unreal Engine Texture Application
13.4. Digital Sculpting
13.4.1. Digital Sculpting with ZBrush
13.4.2. First Steps in ZBrush
13.4.3. Interface, Menus and Navigation
13.4.4. Reference Images
13.4.5. Full 3D Modeling of Objects in ZBrush
13.4.6. Base Mesh Use
13.4.7. Part Modeling
13.4.8. 3D Model Export in ZBrush
13.5. Polypaint Use
13.5.1. Advanced Brushes
13.5.2. Texture.
13.5.3. Default Materials
13.6. Rheopology
13.6.1. Rheopology. Use in the Video Game Industry
13.6.2. Creation of Low-Poly Mesh
13.6.3. Software Use for Rhetopology
13.7. 3D Model Positions
13.7.1. Reference Image Viewers
13.7.2. Use of Transpose
13.7.3. Transpose Use for Models Composed of Different Pieces
13.8. 3D Model Export
13.8.1. 3D Model Export
13.8.2. Texture Generation for Exportation
13.8.3. 3D Model Configuration with the Different Materials and Textures
13.8.4. Preview of the 3D Model
13.9. Advanced Working Techniques
13.9.1. 3D Modeling Workflow
13.9.2. 3D Modeling Work Process Organization
13.9.3. Production Effort Estimates
13.10. Model Finalization and Export for Other Programs
13.10.1. Workflow for Model Finalization
13.10.2. Zpluging Exportation
13.10.3. Possible Files. Advantages and Disadvantages
Module 14. 3D Animation
14.1. Software Operation
14.1.1. Information Management and Work Methodology
14.1.2. Animation
14.1.3. Timing and Weight
14.1.4. Animation With Basic Objects
14.1.5. Direct and Inverse Cinematics
14.1.6. Inverse Kinematics
14.1.7. Kinematic Chain
14.2. Anatomy. Biped vs. Quadruped
14.2.1. Biped
14.2.2. Quadruped
14.2.3. Walking Cycle
14.2.4. Running Cycle
14.3. Facial Rig and Morpher
14.3.1. Facial Language. Lip-Sync, Eyes and Focal Points
14.3.2. Sequence Editing
14.3.3. Phonetics. Importance
14.4. Applied Animation
14.4.1. 3D Animation for Film and Television
14.4.2. Animation for Video Games
14.4.3. Animation for Other Applications
14.5. Motion Capture with Kinect
14.5.1. Motion Capture for Animation
14.5.2. Sequence of Movements
14.5.3. Blender Integration
14.6. Skeleton, Skinning and Setup
14.6.1. Interaction Between Skeleton and Geometry
14.6.2. Mesh Interpolation
14.6.3. Animation Weights
14.7. Acting
14.7.1. Body Language
14.7.2. Poses
14.7.3. Sequence Editing
14.8. Cameras and Plans
14.8.1. The Camera and the Environment
14.8.2. Composition of the Shot and the Characters
14.8.3. Finishes
14.9. Visual Special Effects
14.9.1. Visual Effects and Animation
14.9.2. Types of Optical Effects
14.9.3. 3D VFX L
14.10. The Animator as an Actor
14.10.1. Expressions
14.10.2. Actors' References
14.10.3. From Camera to Program
Module 15. Unity 3D and Artificial Intelligence Proficiency
15.1. Video Games. 3D Unity
15.1.1. Video Games
15.1.2. Video Games. Errors and Hits
15.1.3. Video Game Applications in Other Areas and Industries
15.2. Video Game Development. 3D Unity
15.2.1. Production Plan and Development Phases
15.2.2. Development Methodology
15.2.3. Patches and Additional Content
15.3. 3D Unity
15.3.1. Unity 3D. Applications
15.3.2. Unity 3D Scripting
15.3.3. Asset Store and Third-Party Plugins
15.4. Physics, Inputs
15.4.1. InputSystem
15.4.2. Physics in Unity 3D
15.4.3. Animation and Animator
15.5. Unity Prototyping
15.5.1. Blocking and Colliders
15.5.2. Pre-Fabs
15.5.3. Scriptable Objects
15.6. Specific Programming Techniques
15.6.1. Singleton Model
15.6.2. Loading of Resources in the Execution of Windows Games
15.6.3. Performance and Profiler
15.7. Video Games for Mobile Devices
15.7.1. Games for Android Devices
15.7.2. Games for IOS Devices
15.7.3. Multiplatform Developments
15.8. Augmented Reality
15.8.1. Types of Augmented Reality Games
15.8.2. ARkit and ARcore
15.8.3. Vuforia Development
15.9. Artificial Intelligence Programming
15.9.1. Artificial Intelligence Algorithms
15.9.2. Finite State Machines
15.9.3. Neural Networks
15.10. Distribution and Marketing
15.10.1. The art of Publishing and Promoting a Video Game
15.10.2. The Responsible for Success
15.10.3. Strategies
Module 16. 2D and 3D Video Game Development
16.1. Raster Graphic Resources
16.1.1. Sprites
16.1.2. Atlas
16.1.3. Texture
16.2. Interface and Menu Development
16.2.1. Unity GUI
16.2.2. Unity UI
16.2.3. UI Toolkit
16.3. Animation System
16.3.1. Animation Curves and Keys
16.3.2. Applied Animation Events
16.3.3. Modifiers
16.4. Materials and Shaders
16.4.1. Material Components
16.4.2. RenderPass Types
16.4.3. Shaders
16.5. Particles
16.5.1. Particle Systems
16.5.2. Transmitters and Sub-Transmitters
16.5.3. Scripting
16.5.4. Lighting
16.6. Lighting Modes
16.6.1. Light Baking
16.6.2. Light Probes
16.7. Mecanim
16.7.1. State Machines, SubState Machines and Transitions between Animations
16.7.2. Blend Trees
16.7.3. Animation Layers and IK
16.8. Cinematic Finish
16.8.1. Timeline
16.8.2. Post-Processing Effects
16.8.3. Universal Render and High-Definition Render Pipeline
16.9. Advanced VFX
16.9.1. VFX Graph
16.9.2. Shader Graph
16.9.3. Pipeline Tools
16.10. Audio Components
16.10.1. Audio Source and Audio Listener
16.10.2. Audio Mixer
16.10.3. Audio Spatializer
Module 17. Programming, Mechanics Generation and Video Game Prototyping Techniques
17.1. Technical Process
17.1.1. Low-Poly and High-Poly Unity Models
17.1.2. Material Settings
17.1.3. High-Definition Render Pipeline
17.2. Character Design
17.2.1. Movement
17.2.2. Collider Design
17.2.3. Creation and Behavior
17.3. Importing Skeletal Meshes into Unity
17.3.1. Exporting Skeletal Meshes from the 3D Software
17.3.2. Skeletal Meshes in Unity
17.3.3. Anchor Points for Accessories
17.4. Importing Animations
17.4.1. Animation Preparation
17.4.2. Importing Animations
17.4.3. Animator and Transitions
17.5. Animation Editor
17.5.1. Blend Spaces Creation
17.5.2. Creating Animation Montage
17.5.3. Editing Read-Only Animations
17.6. Ragdoll Creation and Simulation
17.6.1. Configuration of a Ragdoll
17.6.2. Ragdoll to an Animation Graph
17.6.3. Simulation of a Ragdoll
17.7. Resources for Character Creation
17.7.1. Libraries
17.7.2. Importing and Exporting Library Materials
17.7.3. Handling of Materials
17.8. Work Teams
17.8.1. Hierarchy and Work Roles
17.8.2. Version Control Systems
17.8.3. Conflict Resolution
17.9. Requirements for Successful Development
17.9.1. Production for Success
17.9.2. Optimal Development
17.9.3. Essential Requirements
17.10. Publication Packaging
17.10.1. Player Settings
17.10.2. Build
17.10.3. Installer Creation
Module 18. VR Immersive Game Development
18.1. Uniqueness of VR
18.1.1. Traditional Video Games and VR. Differences
18.1.2. Motion Sickness: Smoothness vs. Effects
18.1.3. Unique VR Interactions
18.2. Interaction
18.2.1. Events
18.2.2. Physical Triggers
18.2.3. Virtual vs. Real World
18.3. Immersive Locomotion
18.3.1. Teletransportation
18.3.2. Arm Swinging
18.3.3. Forward Movement with and without Facing
18.4. VR Physics
18.4.1. Grippable and Throwable Objects
18.4.2. Weight and Mass in VR
18.4.3. Gravity in VR
18.5. UI in VR
18.5.1. Positioning and Curvature of UI Elements
18.5.2. VR Menu Interaction Modes
18.5.3. Best Practices for Comfortable Experiences
18.6. VR Animation
18.6.1. Animated Model Integration in VR
18.6.2. Animated Objects and Characters vs. Physical Objects
18.6.3. Animated vs. Procedural Transitions
18.7. Avatars
18.7.1. Avatar Representation from Your Own Eyes
18.7.2. External Representation of Avatars
18.7.3. Inverse Cinematic and Procedural Avatar Animation
18.8. Audio
18.8.1. Configuring Audio Sources and Audio Listeners for VR
18.8.2. Effects Available for More Immersive Experiences
18.8.3. VR Audio Spatializer
18.9. VR and AR Project Optimization
18.9.1. Occlusion Culling
18.9.2. Static Batching
18.9.3. Quality Settings and Render Pass Types
18.10. Practice: VR Escape Room
18.10.1. Experience Design
18.10.2. Scenario Layout
18.10.3. Mechanic Development
Module 19. Professional Audio for 3D VR Video Games
19.1. Professional 3D Video Games Audio
19.1.1. Video Game Audio
19.1.2. Audio Style Types in Current Video Games
19.1.3. Spatial Audio Models
19.2. Preliminary Material Study
19.2.1. Game Design Documentation Study
19.2.2. Level Design Documentation Study
19.2.3. Complexity and Typology Evaluation to Create Audio Projects
19.3. Sound Reference Studio
19.3.1. Main References List by Similarity with the Project
19.3.2. Auditory References from Other Media to Give Video Games Identity
19.3.3. Reference Study and Drawing of Conclusions
19.4. Sound Identity Design for Video Games
19.4.1. Main Factors Influencing the Project
19.4.2. Relevant Aspects in Audio Composition: Instrumentation, Tempo, etc.
19.4.3. Voice Definition
19.5. Soundtrack Creation
19.5.1. Environment and Audio Lists
19.5.2. Definition of Motif, Themes and Instrumentation
19.5.3. Composition and Audio Testing of Functional Prototypes
19.6. Sound Effect Creation (FX)
19.6.1. Sound Effects: FX Types and Complete Lists According to Project Needs
19.6.2. Definition of Motif, Themes and Creation
19.6.3. Sound FX Evaluation and Functional Prototype Testing
19.7. Voice Creation
19.7.1. Voice Types and Phrase Listing
19.7.2. Search and Evaluation of Voice Actors and Actresses
19.7.3. Recording Evaluation and Testing of Voices on Functional Prototypes
19.8. Audio Quality Evaluation
19.8.1. Elaboration of Listening Sessions with the Development Team
19.8.2. All Audio Integration into Working Prototypes
19.8.3. Testing and Evaluation of the Results Obtained
19.9. Project Exporting, Formatting and Importing Audio
19.9.1. Video Game Audio Formats and Compression
19.9.2. Exporting Audio
19.9.3. Importing Project Audio
19.10. Preparing Audio Libraries for Marketing
19.10.1. Versatile Sound Library Design for Video Game Professionals
19.10.2. Audio Selection by Type: Soundtrack, FX and Voices
19.10.3. Commercialization of Audio Asset Libraries
Module 20. Video Game Production and Financing
20.1. Video Game Production
20.1.1. Cascading Methodologies
20.1.2. Case Studies on Lack of Project Management and Work Plan
20.1.3. Consequences of the Lack of a Production Department in the Video Game Industry
20.2. Development Teams
20.2.1. Key Departments in Project Development
20.2.2. Key Profiles in Micro-Management: LEAD and SENIOR
20.2.3. Problems of Lack of Experience in JUNIOR Profiles
20.2.4. Establishment of Training Plan for Low-Experience Profiles
20.3. Agile Methodologies in Video Game Development
20.3.1. SCRUM
20.3.2. AGILE
20.3.3. Hybrid Methodologies
20.4. Effort, Time and Cost Estimates
20.4.1. Video Game Development Costs: Main Concepts and Expenses
20.4.2. Task Scheduling: Critical Points, Keys and Aspects to Consider
20.4.3. Estimates based on VS Stress Points Calculated in Hours
20.5. Prototype Planning Prioritization
20.5.1. Establishment of General Project Objectives
20.5.2. Prioritization of Key Functionalities and Contents: Order and Needs by Department
20.5.3. Grouping of Functionalities and Contents in Production to Constitute Deliverables (Functional Prototypes)
20.6. Best Practices in Video Game Production
20.6.1. Meetings, Dailies, Weekly Meetings, End of Sprint Meetings, and ALPHA, BETA and RELEASE Milestone Review Meetings.
20.6.2. Sprint Speed Measurement
20.6.3. Lack of Motivation and Low Productivity Detection and Anticipation of Potential Production Problems
20.7. Production Analysis
20.7.1. Preliminary Analysis I: Market Status Review
20.7.2. Preliminary Analysis 2: Establishment of Main Project References (Direct Competitors)
20.7.3. Previous Analyses Conclusions
20.8. Development Cost Calculation
20.8.1. Human Resources
20.8.2. Technology and Licensing
20.8.3. External Development Expenses
20.9. Investment Search
20.9.1. Types of Investors
20.9.2. Executive Summary
20.9.3. Pitch Deck
20.9.4. Publishers
20.9.5. Self-Financing
20.10. Project Post-Mortem Elaboration
20.10.1. Post-Mortem Elaboration Process in the Company
20.10.2. Positive Aspect Analysis of the Project
20.10.3. Negative Aspect Analysis of the Project
20.10.4. Improvement Proposal on the Project's Negative Points and Conclusions
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