|ECTS 6 (VPS)|
|Lecture||Thursday, 12:15 - 14:30||2356|050 (AH V)|
|Individual group meetings||until 19th Nov 2015||Room 105, Building E3 (Lab Info8)|
|Seminar presentations||17.12.2015, 12-15 - 14:30||2356|050 (AH V)|
|Lab||until 8th Feb 2016||n.a.|
|Individual presentations (exam)||10th to 12th Feb 2016||Room 118, Building E3 (Seminar room Info8)|
|Best-of presentations||26th Feb 2016 13:00 - 16:00||2356|051 (AH VI)|
This course introduces core game programming techniques. In particular, we will consider the following topics:
- Game Physics
- Particle systems
- Deformable objects (e.g. cloth simulation)
- Rigid bodies
- Fluid simulation
- Animation / Geometry
- Collision detection
- Character animation
- Facial animation
- Natural phenomena (sky, clouds, water, fire, etc.)
- Advanced material rendering (texture tricks, subsurface scattering, procedural techniques, etc.)
- Screen space techniques (deferred shading, ambient occlusion, etc.)
The course is split into three parts, a lecture period, a seminar and a practical lab:
- In the lectures (approx. 7 weeks), the theoretical background of game programming will be discussed.
- In a subsequent seminar (approx. 2 weeks), the participating students will give short presentations about the organization and the techniques they are going to implement in the practical part.
- In the practical part of the course (approx. 4 weeks) at the end of the semester, students will implement techniques of their choice in teams of 2-3 members.
The topics of the seminar will be distributed at the beginning of the course. Each topic is supposed to consider a specific technique from an up-to-date game. We will make suggestions for possible topics, however you are welcome to propose a technique from the game you like most. The same holds for the practical part of the course where you have the chance to implement state-of-the-art game features (in C++ and OpenGL).
The examination consists of:
- A presentation (approx. 20 minutes) of the results of the practical phase
- An oral exam (organized as colloquium, approx. 15 minutes) right after the presentation of the practical phase
- Nguyen, Pharr, Fernando: GPU Gems 1-3, NVIDIA Corporation
- Bridson, Müller-Fischer: Fluid simulation: SIGGRAPH 2007 course notes
- Müller, Gross: Interactive virtual materials Proceedings of Graphics Interface 2004,
- Witkin, Baraff: Physically Based Modeling: Principles and Practice, Siggraph 1997
- Han: 3D Graphics for Game Programming, Chapman and Hall, 2011
Basic Techniques in Computer Graphics is recommended. It will be possible to attend this lecture in parallel.