| Topics Covered
| Reading
| Assignments
|
| Week 1 | | - "Designing a PC Game Engine", L. Bishop, D. Eberly, et al.
- Notes on quaternions
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| Week | -
Scene management: scene graphs, culling and visibility,
bounding volume hierarchies, level of detail, off-screen rendering, paging .
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Bounding volumes/proxies
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Intersection tests.
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Scene graph parsers for update and rendering
| - Notes on hierarchical modeling and bounding volumes.
- RTR 13:1-4
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Week 3
| - Visibility: view-frustum culling, cells and portals, cell and
portals continued, hierarchical Z-buffer , hardware-supported occlusion queries,
portal textures
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Week 4
| - Collision detection and processing
| | Assignment 1
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Week 5
| - Terrain generation and representation
| Instructor Notes
- Garland, M. and P. S. Heckbert, "Fast Polygonal Approximation of Terrains
and Height Fields," Technical Report CMU-CS-95-181, Carnegie Mellon University,
1995. , PDF
- Terrain 2: View Dependent algorithms PDF
- Duchaineau, Mark A., et al, "ROAMing Terrain: Real-time Optimally Adapting
Meshes," IEEE Visualization '97, PDF.
- P. Lindstrom and V. Pascucci, Terrain Simplification Simplified: A
General
Framework for View-Dependent Out-of-Core Visualization, PDF. See
SOAR below.
- Jonathan Blow, "Terrain Rendering at High Levels of Detail", PDF
- Resources:
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Week 6
| | |
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Week 7
| | - Muller's notes SIGGRAPH 2007
GDC 2008
- J.J. Monaghan, "Smoothed Particle Hydrodynamics", Annual Review of Astronomy
and Astrophysics, 30:543-574, 1992.
- Mathieu Desbrun and Marie-Paule Gascuel, "Smoothed particles: a new paradigm
for animating highly deformable bodies", In Proceedings of the Eurographics
workshop on Computer animation and simulation '96, pages 61-76. Springer-Verlag
New York, Inc., 1996.
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Week 8
| | - Matthias Muller, David Charypar, and Markus Gross, "Particle-based fluid
simulation for interactive applications", In Proceedings of the 2003 ACM
SIGGRAPH/Eurographics Symposium on Computer animation, pages 154-159.
Eurographics Association, 2003.
- T. Amada, M. Imura, Y. Yasumuro, Y. Manabe and K. Chihara, "Particle-Based
Fluid Simulation on GPU", ACM Workshop on General-Purpose Computing on Graphics
Processors and SIGGRAPH 2004 Poster Session, LA. California, 2004.
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Week 9
| - RTVeg, L-systems, evolution and rendering of plants and
virtual critters 1
| - Real time rendering book (2nd edition)
- Billboarding: screen aligned, world oriented, axial, impostors
- Depth sprites, depth caching, full screen billboards
- GPU Gems (Chapter 7), 2(Chapter 1) and 3(Chapter 16)
- Meyer, et al, Interactive rendering of trees with shading and shadows,
- EUROGRAPHICS 2001, pp 182-195
| Assignment 2
|
Week 10
| - RTVeg, L-systems, evolution and rendering of plants and
virtual critters 2
| - M. Alsweis, O. Deussen, Modeling and Visualization of Symmetric and Asymmetric Plant Competition, Eurographics Workshop on Natural Phenomena, 2005
- C. Colditz, L. Coconu, O. Deussen, H. Hege, Real-Time Rendering of
- Complex Photorealistic Landscapes Using Hybrid Level-of-Detail
- Approaches, Conference for Information Technologies in Landscape Architecture, 2005
- Perbet, F. and Cani, M. 2001. Animating prairies in real-time. In Proceedings of the 2001 Symposium on interactive 3D Graphics I3D '01.
ACM, New York, NY, 103-110
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Week 11
| - Artificial life, flocks, crowds
| - Reynolds, C. W. (1987) Flocks, Herds, and Schools: A
- Distributed Behavioral Model, in Computer Graphics, 21(4) (SIGGRAPH '87 Conference Proceedings) pages 25-34.
- http://www.red3d.com/cwr/boids/
- Mark DeLaoura, Game Programming Gems Chapter 3.7
- Mat Buckland, Programming Game AI by Example
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Week 12
| - Behavior modeling and animation: Predator-prey
| | Design document review
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Week 13
| - Animated 3D models, NPCs, general LOD methods
| - Instructor notes
- RTR Chapter 9:8-10
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Week 14
| - Path following and curves and surfaces in RTR
| - Instructor notes
- RTR Chapter 12
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