Sample Syllabus


Catalog Description: The course is an introduction to the techniques for designing and building computer games and real time graphics-oriented simulations. The topics include 3D game engine architecture, design and implementation; simulation, modeling, and object control; character behavior and behavior-based animation; human computer interaction, event-driven simulations.


Textbook(s)


Required: Tomas Moller and Eric Haines, Real-time Rendering, A.K. Peters, 2nd edition (see the resources at this site) , 2002, ISBN 1-56881-182-9

Recommended:



Week-By-Week


Topics Covered
Reading
Assignments
Week 1
  • Introduction.

  • Core library: quaternions

  • "Designing a PC Game Engine", L. Bishop, D. Eberly, et al.
  • Notes on quaternions

Week
  • Scene management: scene graphs, culling and visibility, bounding volume hierarchies, level of detail, off-screen rendering, paging .

  •  Bounding volumes/proxies

  • Intersection tests.

  • Scene graph parsers for update and rendering

  • Notes on hierarchical modeling and bounding volumes.
  • RTR 13:1-4

Week 3
  • Visibility: view-frustum culling, cells and portals,  cell and portals continued, hierarchical Z-buffer , hardware-supported occlusion queries, portal textures
  • RTR Chapter 9

Week 4
  • Collision detection and processing 
  • RTR Chapter 14
Assignment 1
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:

 


Week 6
  • Terrain continued

  • RTR Chapter 12

Week 7
  • Rendering water 1
  • 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.

Week 8
  • Rendering water 2
  • 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.

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

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

Week 12
  •  Behavior modeling and animation: Predator-prey
  • Instructor notes
Design document review
Week 13
  • Animated 3D models, NPCs, general LOD methods
  • Instructor notes
  • RTR Chapter 9:8-10

Week 14
  • Path following and curves and surfaces in RTR
  • Instructor notes
  • RTR Chapter 12