University certificate
The world's largest faculty of information technology”
Why study at TECH?
Do not miss the opportunity to specialize with this Advanced master’s degree and position yourself with an advantage to access the best Virtual Reality development projects"

The Virtual Reality and Computer Vision market is in full expansion, requiring more and more professionals with specific qualifications in this field. In recent years, artificial intelligence, another related technology, has brought about a great revolution in the digital world. Its applications range from computer science to health research and the development of tools such as vehicles, robots or video games.
For this reason, this Advanced master’s degree of TECH contains everything expected and required for the computer scientist who wants to lead his career towards the creation and virtualization of realistic or fantasy environments. In this program you will develop your most advanced skills in the field of creation and virtualization of 3D models, while perfecting your skills in the most advanced tools in the industry. In this way, you will be able to lead the most ambitious Virtual Reality and Computer Vision projects.
Throughout the program, the computer scientist will also analyze how machines process the visual information received and how this information can be used, either to improve the relationship of the machine itself with its own environment or to collect data efficiently. Deep Learning, a field in continuous development, is approached in the program from an innovative and practical perspective. The computer scientist will know the most important frameworks and hardware in this regard, as well as their application in the different fields of action of computer vision.
In addition, the computer scientists will enjoy TECH's 100% online methodology, specially designed so that they can combine this program with all kinds of jobs or responsibilities, since it adapts to their personal circumstances. This allows you the flexibility to pursue this educational program without fixed schedules or compulsory attendance at physical centers. Therefore, you have the freedom to distribute the educational content according to your own personal obligations, since all the material can be downloaded from any device with internet access.
Get ahead of the rest and enroll in this program to become a true expert in the technologies that are changing the world today"
This Advanced master’s degree in Virtual Reality and Computer Vision contains the most complete and up-to-date educational program on the market. The most important features include:
- The development of case studies presented by experts in Virtual Reality and Computer Vision
- 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, 3D animation 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
Delve into Artificial Intelligence and Deep Learning to become a reference in the field of Computer Vision, taking advantage of the most advanced technological tools in the sector"
Its teaching staff includes professionals from the field of information technology, who bring to this program the experience of their work, as well as recognized specialists from leading companies 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.
Don't be left behind and get to know all the novelties of Virtual Reality and Computer Vision, taking a decisive step in your professional career by including this Advanced master’s degree in your CV"

Join the most ambitious projects of consolidated companies such as Valve, Microsoft, Google, Ubisoft or Samsung"
Syllabus
The contents of this Advanced master’s degree have been designed by leading international experts in the field, guaranteeing computer scientists access to highly specialized and updated knowledge that will place them as a reference in the sector. In this program you will be able to delve into aspects such as computer vision for the study of space and for content analysis, in the search for patterns and codes, as well as in all fields related to animation and 3D computing in virtual reality environments, with topics and subtopics dedicated to the main tools, working methods, digital resources and forms of team organization.

Access a library of high quality content that delves into the wide world of Virtual Reality and Computer Vision with detailed videos, simulated cases and complementary readings"
Module 1. Computer Vision
1.1. Human Perception
1.1.1. Human Visual System
1.1.2. 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 the COVID-19
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 Dinamic 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. Features 3D
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 Uses
8.1.3. Object Tracking
8.1.4. Case Uses
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-Precisión 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 Supresion (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. 3D Computer Graphics
11.1. 3D Environment
11.1.1. 3D Program
11.1.2. Comparison Between Programs
11.1.3. 3D: Art or Technology
11.2. Trends in 3D: Realism or Cartoon
11.2.1. Realistic Trends
11.2.2. Cartoon Trends
11.2.3. Realistic vs. Cartoon Aesthetic
11.3. The Real World and the Virtual World
11.3.1. 3D Applied to the Real World
11.3.2. 3D Applied to the Virtual World
11.3.3. Creating a Virtual World or a Real World
11.4. 3D for Video Game Production, Film Production and Advertising
11.4.1. 3D for Video Games
11.4.2. 3D for Film Production
11.4.3. 3D for Advertising
11.5. The 3D Max Interface
11.5.1. The 3D Scene
11.5.2. General Interface
11.5.3. Modifying or Transforming Objects
11.5.4. Creating a Scene and an Object in 3D
11.6. Interface and Terminology
11.6.1. Viewports
11.6.2. The Menu Bar
11.6.3. The Main Toolbar
11.6.4. The Controls
11.7. Modeling
11.7.1. 3D Modeling
11.7.2. Most Commonly Used Specialized Programs
11.7.3. Graphic Design Applications
11.7.4. Rendering Engines
11.8. Application of Materials to the Different Models
11.8.1. Material Editors
11.8.2. Creating and Editing Materials
11.8.3. Applying Light to Materials
11.8.4. UVW Map Modifier. Mapping Coordinates
11.8.5. Texture Creation
11.9. Use of Computer Graphics for the Current Labor Market
11.9.1. Trends in the Current Labor Market
11.9.2. Latest Applications
11.9.3. Use of Computer Graphics
11.10. Organization of Work
11.10.1. Creation of a Project
11.10.2. Folder Structure
11.10.3. Custom Functionality
Module 12. Advanced 3D Modeling
12.1. Advanced 3D Modeling Techniques
12.1.1. Interface Configuration
12.1.2. The Importance of Observing for Modeling
12.1.3. Modeling in High
12.1.4. Organic Modeling for Videogames
12.1.5. Advanced 3D Object Mapping
12.2. Advanced 3D Texturing
12.2.1. Substance Painter Interface
12.2.2. Materials, Alphas and the Use of Brushes
12.2.3. Use of Particles
12.3. Integration with 3D Software and Unreal Engine
12.3.1. Integration of Unreal Engine in the Designs
12.3.2. Integration of 3D Models
12.4. Digital Sculpting
12.4.1. Digital Sculpting with ZBrush
12.4.2. Interface Configuration and Shortcuts
12.5. Modeling in ZBrush
12.5.1. Keyboard Shortcuts
12.5.2. Handling of Reference Images
12.5.3. Part Modeling
12.5.4. Modeling with a Base Mesh
12.5.5. Study of Human and Animal Musculature
12.6. The Use of Polypaint
12.6.1. Advanced Brushes
12.6.2. Texture
12.6.3. Default Materials
12.7. Rhetopology
12.7.1. Rhetopology. Uses
12.7.2. Creation of Low-Poly Mesh
12.7.3. Use of Software for Retopology
12.8. 3D Model Positions
12.8.1. Reference Image Viewers
12.8.2. Use of Transpose
12.8.3. Use of Transpose for Models Composed of Different Parts
12.9. Exporting 3D Models
12.9.1. Exporting 3D Models
12.9.2. Texture Generation for Export
12.9.3. 3D Model Configuration with the Different Materials and Textures
12.9.4. Preview of the 3D Model
12.10. Advanced Working Techniques
12.10.1. Workflow
12.10.2. Process Organization
12.10.3. Production Timing
Module 13. Advanced Animation and Simulation
13.1. Software Operation
13.1.1. Information Management and Work Methodology
13.1.2. Animation
13.1.3. Timing and Weighting
13.1.4. Animation With Basic Objects
13.2. Direct and Inverse Kinematics
13.2.1. Inverse Kinematics
13.2.2. Kinematic Chain
13.3. Anatomy. Biped Vs. Quadruped
13.3.1. Biped. Simplicity and Utility
13.3.2. Quadruped. Simplicity and Utility
13.3.3. Walking Cycle
13.3.4. Running Cycle
13.4. Rig facial and Morpher
13.4.1. Facial Language. Lip-Sync, Eyes, Focuses of Attention.
13.4.2. Sequence Editing
13.5. Applied Animation
13.5.1. 3D Animation for Cinema and Television
13.5.2. Animation for Video Games
13.5.3. Animation for Other Applications
13.6. Motion Capture with Kinect
13.6.1. Motion Capture for Animation
13.6.2. Sequence of Movements
13.6.3. Integration in Blender
13.7. Skeleton, Skinning and Setup
13.7.1. Interaction Between Skeleton and Geometry
13.7.2. Mesh Interpolation
13.7.3. Animation Weights
13.8. Acting
13.8.1. Body Language
13.8.2. Poses
13.8.3. Sequence Editing
13.9. The Shot
13.9.1. The Camera and the Environment
13.9.2. Composition of the Shot and the Characters
13.9.3. Finishes
13.10. Visual Effects
13.10.1. Visual Effects and Animation
13.10.2. Types of Optical Effects
13.10.3. 3D VFX L
Module 14. Creative and Conceptual Development. Project Briefing
14.1. Development of the Idea
14.1.1. General Idea
14.1.2. SWOT (Strengths, Weaknesses, Opportunities, Threats and Opportunities)
14.1.3. Anticipation of Problems, Solutions and Project Needs
14.2. Scenarios and Assets
14.2.1. Scenario Design
14.2.2. Design of Assets
14.2.3. Interaction with Levels
14.2.4. Production Planning
14.3. Characters
14.3.1. Character Design
14.3.2. Design of All Character Assets
14.3.3. Interaction with Levels
14.3.4. Production Planning
14.4. Plot Development
14.4.1. General Description of the Game/App
14.4.2. Assignment of Objectives by Levels
14.4.3. Creation of the Bible and Briefing for Developers
14.5. Objectives
14.5.1. Target Audience
14.5.2. Project Positioning
14.5.3. Detection of Potential Competitors
14.6. Design of the Work and Production Plan
14.6.1. Work Flow
14.6.2. File Nomenclature and Folder System
14.6.3. Choice of Work Tools
14.6.4. Resources Required
14.6.5. Timing
14.6.6. Costs
14.7. Music and Sound Effects
14.7.1. Sound Design
14.7.2. Effects Design
14.7.3. Composition and Production
14.8. Production
14.8.1. Start of Production
14.8.2. Supervision and Quality Control
14.8.3. First Built for Test
14.9. Test and Debug
14.9.1. Internal Tests
14.9.2. Laboratory and/or Universal Sample Tests
14.9.3. Customer Testing
14.10. Beta Release
14.10.1. First Built
14.10.2. Publication in Media and Sales Channels
14.10.3. Launch (Communication, Media Plan)
14.10.4. After-Sales Service
Module 15. Video Game Development
15.1. Video Games
15.1.1. Video Games
15.1.2. Errors and Successes in the History of Video Games
15.1.3. Applications in Other Fields and Industries
15.2. Development of Video Games
15.2.1. Production Plan and Development Phases
15.2.2. Development Methodology
15.3. 3D Unity
15.3.1. Unity 3D. Applications
15.3.2. Scripting in Unity 3D
15.3.3. Assets Marketplace
15.4. Physics, Inputs and Other Aspects
15.4.1. Physics in Unity 3D
15.4.2. Particle System
15.4.3. Animation and Animator
15.5. Programming of Physical Behavior
15.5.1. Use and Development of Physical Engines
15.5.2. Specific use of Professional Engines
15.5.3. PhysX
15.6. Specific Programming Techniques
15.6.1. Script Languages
15.6.2. Loading of Resources in the Execution of Windows Games
15.6.3. Performance
15.7. Video Games for Mobile Devices
15.7.1. Multiplatform Developments
15.7.2. Games for IOS Devices
15.7.3. Games for Android Devices
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. Script Languages
15.9.2. Artificial Intelligence Mathematics and Algorithms
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. Advanced Unreal Engine
16.1. Programming in Unreal
16.1.1. Unreal and Blueprints
16.1.2. Programming in C++
16.1.3. Use of 3D Models and Animations
16.1.4. Artificial Intelligence
16.2. Advanced Level Construction
16.2.1. Assembling a Level Using Modules
16.2.2. Importing Assets
16.2.3. Configuration for Player Controls
16.3. Lighting in Unreal Engine
16.3.1. Preparing the Environment for Lighting
16.3.2. Types of Lights: Point Lights, Spot Lights, Directional Lights and Skylights
16.3.3. Lightmaps
16.3.4. Static and Dynamic Lights
16.3.5. Resolution Settings
16.4. Complex Shaders
16.4.1. Opaque and Transparent Materials
16.4.2. Static and Dynamic Reflections
16.4.3. Blending of Materials
16.4.4. Special Materials
16.5. The use of Blueprints
16.5.1. Blueprints. Programming Logic
16.5.2. Creating Motion Controls
16.5.3. Creating Interactive Objects
16.6. Creating Cameras
16.6.1. Types of Cameras
16.6.2. Camera Properties
16.6.3. Playable and Cinematic Cameras
16.7. Post Processing Effects
16.7.1. Image Retouching
16.7.2. Effects: Light, Shading, Blurring
16.7.3. Depth of Field
16.8. Multiplayer Games
16.8.1. Network Games
16.8.2. Development of Multiplayer Network Games
16.8.3. Troubleshooting Connectivity Problems
16.9. Production
16.9.1. Development Process
16.9.2. Team Organization
16.9.3. Planning and Methodologies
16.10. Videogame Development and Involved Teams
16.10.1. Collaboration with Designers
16.10.2. Elaboration of the Concept and Design
16.10.3. Producers and Distributors
Module 17. Unity 3D Advanced
17.1. Technical Process
17.1.1. Character Creation and Optimization
17.1.2. Application of Advanced Rhetopologies
17.1.3. High Polygonization Transfers
17.1.4. Photometry
17.2. Character Design
17.2.1. Skills
17.2.2. Anatomy Techniques
17.2.3. Creation and Behavior
17.3. Exporting Skeletal Meshes and Importing into Unreal
17.3.1. Exporting Skeletal Meshes from the 3D Software
17.3.2. Importing Skeletal Meshes in Unreal
17.3.3. Optimization
17.4. Importing Animations
17.4.1. Animation Preparation
17.4.2. Importing Animations
17.4.3. Troubleshooting Import Errors
17.5. Animation Editor
17.5.1. Creating Blend Spaces
17.5.2. Creating Animation Montage
17.5.3. Creating Notifies to Generate Events in an Animation
17.5.4. Creating Shokets for Linking to Objects or Particles
17.6. Physics Applied to a Character or Object
17.6.1. 3D Physics in Unity
17.6.2. Endowing Realism to the Character
17.6.3. The Laws of Physics
17.7. Creation and Simulation of a Physx Ragdoll
17.7.1. Configuration of a Ragdoll
17.7.2. Ragdoll to an Animation Graph
17.7.3. Simulation of a Ragdoll
17.8. Resources for Character Creation
17.8.1. Libraries
17.8.2. Importing and Exporting Library Materials
17.8.3. Handling of Materials
17.9. Work Teams
17.9.1. Channeling of Resources
17.9.2. Asset Processor
17.9.3. Resource Generator
17.10. Requirements for Successful Development
17.10.1. Production for Success
17.10.2. Optimal Development
17.10.3. Essential Requirements
Module 18. Creating Cinematics with Sequencer and Niagara
18.1. The Cameras
18.1.1. Overview of a Scene
18.1.2. Specific View and Details of a Scene
18.1.3. Scene Approach
18.2. Unreal Engine Sequencer Tool
18.2.1. Sequencer
18.2.2. Kinematics Generation
18.2.3. Types of Cameras
18.3. Creating Cinematics with Sequencer
18.3.1. Animation of Cinematic Cameras
18.3.2. Creating and Editing Shots
18.3.3. Playback of Sequenced Animations
18.4. Animated In-Game Objects
18.4.1. Animating Objects in Unreal with Sequencer
18.4.2. Types of Animation
18.4.3. Creating a Turntable
18.5. Particle System with Niagara
18.5.1. Types of Particle Systems
18.5.2. Creating Particle Systems
18.6. Specific Particles
18.6.1. Water Particles
18.6.2. Fire Particles
18.6.3. Explosion Particles
18.6.4. Lightning Particles
18.7. Scripting with Advanced Blueprint
18.7.1. Synchronous and Asynchronous
18.7.2. Creating a Basic AI
18.7.3. Creation of a Nav Mesh
18.7.4. Creation of a Basic Interface with Unreal Motion Graphics
18.8. Optimization of the Game
18.8.1. Rendering Distance
18.8.2. Model Detail Levels
18.8.3. Use of Cull Distance Volumes
18.9. Packaging and Creating an Installable
18.9.1. Packaging Configuration
18.9.2. Packaging the Project
18.9.3. Retouching and Refiners
18.10. Games for Mobile Devices
18.10.1. Peculiarities of Mobile
18.10.2. Specific Assets
18.10.3. Compatible Assets
18.10.4. Digital Platforms
Module 19. Virtual reality
19.1. Virtual reality
19.1.1. Virtual reality
19.1.2. Virtual Reality Applications
19.1.3. The Perception of Virtual Environments, Evaluation, Presence and Immersion
19.2. Input and Output Devices
19.2.1. Input Devices
19.2.2. 3D Audio Rendering
19.2.3. Displays and Other Devices
19.3. Stereoscopic Vision
19.3.1. Stereo Vision
19.3.2. Main Algorithms and Current Formats
19.3.3. HMD Devices
19.4. Haptic Interaction
19.4.1. Haptic Interaction in Virtual Reality
19.4.2. Haptic Rendering Algorithms
19.4.3. Haptic Navigation Methods
19.5. Virtual Reality Oriented Architectures
19.5.1. Architecture and Software of Virtual Reality applications
19.5.2. Design
19.5.3. Virtual Reality Simulators
19.6. Interaction Techniques
19.6.1. Interaction Techniques for Immersive Environments
19.6.2. Main Algorithms and Devices
19.6.3. Brain-Computer Interfaces
19.7. Real-Time Decision Making
19.7.1. Model Organization in REVIT for Use
19.7.2. Enscape Functionalities
19.7.3. Alternatives
19.8. 360° Image
19.8.1. Lumion
19.8.2. Bidirectionality
19.8.3. Lumion Functionalities
19.8.4. 360° Image processing
19.9. 360° Video
19.9.1. Twinmotion
19.9.2. Twinmotion Features
19.9.3. 360° Video Processing
19.10. Virtual Tour
19.10.1. 360° Rendering
19.10.2. 360º Photography
19.10.3. 360° Image Editing
19.10.4. Virtual Tour Creation
Module 20. Software for Virtual Reality Development
20.1. Advanced Virtual Reality Applications
20.1.1. Creation of Advanced VR Applications for Mobiles
20.1.2. Creation of Advanced VR Standalone Applications
20.1.3. Creating Advanced VR Applications for PCs
20.2. Virtual Reality with Unreal Engine
20.2.1. Bidirectionality
20.2.2. Content Organization
20.2.3. Application Development
20.3. Virtual Reality with Unity
20.3.1. Bidirectionality
20.3.2. Content Organization
20.3.3. Application Development
20.4. Virtual Reality Design Coordination
20.4.1. General Aspects to be Taken into Account
20.4.2. Workflows
20.4.3. Data Science
20.5. Extended Reality
20.5.1. Extended Reality
20.5.2. Contextualization
20.5.3. Implementation
20.6. Mixed Reality
20.6.1. Mixed Reality
20.6.2. Uses of Mixed Reality
20.6.3. Types of Mixed Reality Applications
20.7. Mixed Reality Software
20.7.1. Mixed Reality with Unity
20.7.2. Mixed Reality with Unreal Engine
20.7.3. Mixed Reality Devices
20.8. Augmented Reality
20.8.1. Augmented Reality
20.8.2. Creation of Augmented Reality Experiences
20.8.3. Augmented Reality Applications
20.9. Creating Augmented Reality Applications
20.9.1. Augmented Reality with Unity
20.9.2. Augmented Reality with Vuforia
20.9.3. Augmented Reality with Unreal Engine
20.10. Implementation of Virtual Reality
20.10.1. Uses of Virtual Reality
20.10.2. Educational and Training Applications of Virtual Reality
20.10.3. Creating a Useful Virtual Reality Application
20.10.4. Sales Strategy for a Virtual Reality Application

With the advanced knowledge you will acquire in this Advanced master’s degree you will be able to access jobs in the best video game and 3D design companies"
Advanced Master's Degree in Virtual Reality and Computer Vision
Although the creation of immersive artificial environments seemed distant scenarios in time, the accelerated evolution of computer technology has not only made it possible for users to access these tools, but has also allowed them to be successfully integrated into different fields such as video games, education and architecture. As the future of this technology shows a promising future, at TECH Global University we have developed the Advanced Master's Degree in Virtual Reality and Artificial Vision, a program that will provide you with the latest knowledge available in this field so that you can specialize in the most important developments produced, the mastery of cutting-edge tools such as Unreal Engine and the most advanced techniques of 3D digital image processing, among other aspects. In this way, you will be able to join the most ambitious projects of consolidated companies and become a reference expert in the sector.
Become a specialist in Virtual Reality and Computer Vision
If your objectives include achieving a higher level of knowledge in the study of information technology, this program is for you. In TECH Global University you will receive a comprehensive and high-quality education, since we have the most complete content of the educational market, innovative learning methods for online education and the support of experts who will guide your process. Thereby, you will have access to techniques, strategies, programs and resources that will favor the performance of your work in the modeling and simulation of sensory, three-dimensional and artificial environments. This Advanced Master's Degree is a new and effective opportunity to guarantee your professional growth.