3D Game Technology
2015 All
Instructors Yu-Chi Lai
Office Hour

Monday 9:00~11:00 AM

TA Hong-Nian Guo
Lectures 1
Week Content Notes Assignment

01

Administrative

  • Tell us about yourself.
  • Experience...
    • OpenGL?
    • C++
    • Math?
  • Why did you sign up for this class?
  • What do you hope to learn?

02

Game Anatomy

  • Work for modeling
  • Designing interactive software
  • Interactive applications
  • Script Languages
  • XML
  • Text and binary data
  • Event-driven and sequential programming
[GameAnatomy] 

03

Input Device

  • Sensors in market
  • Wii Remote & Fit
  • PS move
  • XBOX 360 Kinect
  • Gyro
  • GPS
  • Accelerator
  • IPhone sensor
[Input-Device] 

 

 

04

Transformation and Graphics Pipeline
  • Graphics Toolkit
  • Coordinate system
  • 3D Transformations
  • Directions
  • Rotation
  • Graphics pipeline
[TransformationAndView] 

05

Illumination
  • Global Illumination
  • Local lighting – Shading
    • Diffuse surface
    • Specular surface
[Note] 
  • Project 1
  • Homework - review paper
    • Shadow and Interactive lighting and Interactive lighting

06

Texture Pipeline

  • Graphics Pipeline
  • Texture Mapping
  • Mapping Techniques
  • Advanced Texturing
[Note] 
  • Project 2: Due at 11/10
  • Homework 1: interactive and lighting review

07

  • Graphics Pipeline
  • GPUprogramming language
  • GLSL
 
[Note] 
  • Project 2: Due at 11/10
  • Homework 1: interactive and lighting review

08

Multiple pass
  • Reflection
  • Transmission
  • Caustics
  • Instant Radiosity
Shadow
  • Dirty shadow
  • Shadow map
  • Shadow volume
  • Ambient occlusion
 
[Notes] 
  • Project 2: Due at 11/10
  • Homework 1: interactive and lighting review

09

Visibility

  • Spatial partitioning
  • Uniform grid
  • Octree
  • Kd-tree
  • BSP-tree
  • BVH
[Note] 
  • Project 3: Due at 1/8
  • Homework 1: interactive and lighting review
Lectures 2
Week Content Notes Assignment

01

Roller coaster framework introduction

  • Draw Track
  • Draw Train
  • Run Train
[Note 01]  [Note 02] 
PreRequisites

Technically, Computer Graphics and good C++ programming skills. 

Exam

No exam

Grading
First Semester
  • Projects (10, 10, 20% each): 40%
  • Maya (Midterm: 20 and Final: 25 %): 45 %
  • Game Review: 15%

Second Semester

 

  • Projects (10, 60 % each): 70%
  • Paper review: 30 %
  • Game Review: 15%


Homework
  • Set 1: Shadow and Interactive lighting
  • Set 2: Interactive lighting
  • Set 3: Motion Graphs Set
  • Set 4: Physical Simulation
  • Set 5: Global illumination
Syllabus

This course was carefully titled to indicate its content. It covers various computing technologies useful for computer game development. It does NOT cover game development as a topic in itself, nor does it cover game design, and it doesn't even cover all the computing technology that might go into a game (one glaring oversight is audio).

Some of the course content may be covered by other NTUST CSIE courses, but the emphasis in this course will be on real-time performance. This course will also, no doubt, contain many basic computer science algorithms in an application setting that tend not to be covered in other courses, such as spatial data structures.

 

Course Content

  • Anatomy of a Game
  • Introduction to Lag
  • Drawing Things
     
    • Mapping Techniques
      • Multi-texturing
      • Bump mapping
      • Light maps
      • Environment maps
      • Interesting uses for Textures
       
    • Multi-Pass Techniques
      • Buffers in the Graphics Pipeline
      • Shadows
      • Reflections
      • Interesting use for Buffers
       
    • Programming Graphics Hardware
       
    • Spatial Data Structures
      • Octrees
      • KD-Trees
      • BSP Trees
      • Spatial Hashing
       
    • Level of Detail
      • Impostors or Proxies
      • Decimation Schemes
      • Switching Representations
      • Progressive Schemes
       
    • Visibility
      • Cell-Portal Methods
      • PVS Computations
       
    • Terrain
      • Terrain Generation
      • Terrain Rendering
     
  • Making Things Move
    • Event Driven AI
    • State Machines
    • Scripting AI
       
    • Path Planning
      • A* Planning
      • Storing Paths
      • Alternatives
      • Path Following
       
    • Collision Detection
    • Motion Capture and Playback
    • Player and Camera Control
     
  • Playing with Others
    • Player and Camera Control
    • Network Architectures
    • Network Protocols for Gaming
    • Lag Compensation
       
    • Reducing Traffic
      • Dead-Reckoning
      • Area-of-Interest Management
    • Cheating and Fixes

 

Shadow and Interactive lighting and Interactive lighting

 

  1. Tomas Barak, Jiri Bittner , Vlastimil Havran, Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps 
  2. Ville Timonen, Line-Sweep Ambient Obscurance 
  3. Li Shen, Jieqing Feng, Baoguang Yang , Exponential Soft Shadow Mapping 
  4. Daniel Scherzer, Stefan Jeschke, Michael Wimmer, Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence
  5. Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz, Convolution Shadow Maps
  6. Tobias Ritschel, Thorsten Grosch, Jan Kautz, Stefan Muller, Interactive Illumination with Coherent Shadow Maps
  7. Samuli Laine, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen, Timo Aila, Incremental Instant Radiosity for Real-Time Indirect Illumination
  8. Dachsbacher, C., and Stamminger, M. 2005. Reflective shadow maps. In Proc. of the Symposium on Interactive 3D Graphics and Games
  9. Wen-Chieh Lin, Tsung-Shian Huang, Tan-Chi Ho, Yueh-Tse Chen, Jung-Hong Chuang, Interactive Lighting Design with Hierarchical Light Representation 
  10. Wyman, C.: An approximate image-space approach for interactive refraction. ACM Trans. Graph. 24(3), 1050–1053 (2005)
  11. Wyman, C., Davis, S.: Interactive image-space techniques for approximating caustics. In: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, I3D ’06, pp. 153–160 (2006)
  12. Zhou, K., Hou, Q., Wang, R., Guo, B.: Real-time KD-tree construction on graphics hardware. ACM Trans. Graph. 27(5), 126:1–126:11 (2008)
  13. Xu, K., Ma, L.Q., Ren, B., Wang, R., Hu, S.M.: Interactive hair rendering and appearance editing under environment lighting. ACM Trans. Graph.30(6), 173:1–173:10 (2011)
  14. Kaplanyan A., Dachsbacher C. 2010. Cascaded Light Propagation Volumes, In Proc. of the ACM SIGGraph Symposium on Interactive 3D Graphics and Games
  15. Keller, A. 1997. Instant radiosity. In SIGGRAPH ’97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques
  16. Kirk, Adam G. and Arikan, Okan (2007): Real-time ambient occlusion for dynamic character skins. In: Gooch, Bruce and Sloan, Peter-Pike J. (eds.)Proceedings of the 2007 Symposium on Interactive 3D Graphics, SI3D 2007, April 30 - May 2, 2007, Seattle, Washington, USA 2007. pp. 47-52.
  17. Ikemoto, Leslie, Arikan, Okan and Forsyth, David A. (2006): Knowing when to put your foot down. In: Olano, Marc and S�quin, Carlo H. (eds.) Proceedings of the 2006 Symposium on Interactive 3D Graphics, SI3D 2006, March 14-17, 2006, Redwood City, California, USA 2006.

Motion Set

  1. Lucas Kovar, Fred Pighin and Michael Gleicher, Motion Graphs SIGGRAPH 2001
  2. Jehee Lee et al., Interactive Contol of Avatars Animated With Human Motion Data SIGGRAPH 2002
  3. Okan Arkan and David Forsyth, Interactive Motion Generation From Examples SIGGRAPH 2002
  4. Michael Gleicher , Hyun Joon Shin, Lucas Kovar, and Andrew Jepsen., Snap Together Motion. I3D 2003.
  5. Heck, Rachel and Michael Gleicher. Parametric Motion Graphs. Proceedings of Symposium on Interactive 3D Graphics and Games 2007
  6. Lucas Kovar's thesis Automated Methods for Data-Driven Synthesis of Realistic and Controllable Human Motion

 Facial

  1. Sofien Bouaziz, Yangang Wang, Mark Pauly, Online Modeling For Realtime Facial Animation , Siggraph 2013
  2. Chen Cao, Yanlin Weng, Stephen Lin, Kun Zhou,3D Shape Regression for Real-time Facial Animation , Siggaph 2013
  3. Hao Li, Jihun Yu, Yuting Ye, Chris Bregler, Realtime Facial Animation with On-the-fly Correctives, Siggraph 2013
  4. Yangang Wang, Jianyuan Min, Jianjie Zhang, Yebin Liu, Feng Xu, Qionghai Dai, Jinxiang Chai, Video-based Hand Manipulation Capture Through Composite Motion Control , Siggraph 2013
  5. Amit H. Bermano, Derek Bradley, Thabo Beeler, Fabio Zund, Derek Nowrouzezahrai, Ilya Baran, Olga Sorkine,Hanspeter Pfister, Robert W. Sumner, Bernd Bickel, Markus Gross, Facial Performance Enhancement Using Dynamic Shape Space Analysis , Siggraph 2014
  6. Feng Xu, Yilong Liu, Jinxiang Chai, Xin Tong, Controllable High-Fidelity Facial Performance Transfer , Siggraph 2014
  7. Chen Cao, Qiming Hou, Kun Zhou, Displaced Dynamic Expression Regression for Real-time Facial Tracking and Animation , Siggraph 2014
  8. Thabo Beeler, Derek Bradley, Rigid Stabilization of Facial Expressions , Siggraph 2014
  9. Fuhao Shi, Hsiang-Tao Wu, Xin Tong, Jinxiang Chai, Automatic Acquisition of High-fidelity Facial Performance Using Monocular videos , Siggraph Asia 2014
  10. Amit Bermano, Thabo Beeler, Yeara Kozlov, Derek Bradely, Bernd Bickel, Markus Gross, Detailed Spatio-Temporal Reconstruction of Eyelids , Siggraph 2015
  11. Alexandru-Eugen Ichim, Sofien Bouaziz, Mark Pauly, Dynamic 3D Avatar Creation from Hand-held Video Input , Siggraph 2015
  12. Graham Fyffe, Andrew Jones, Oleg Alexander, Ryosuke Ichikari, Paul Debevec, Driving High-Resolution Facial Scans with Video Performance Capture , Siggraph 2015
  13. Chen Cao, Derek Bradley, Thabo Beeler, Kun Zhou, Real-Time High-Fidelity Facial Performance Capture , Siggraph 2015
  14. Hao Li, Laura Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma, Facial Performance Sensing Head-Mounted Display , Siggraph 2015
  15. Yoonsang Lee, Kyungho Lee, Soon-Sun Kwon, Jiwon Jeong, Carol O¡¦Sullivan, Moon Seok Park, Jehee Lee, Push-Recovery Stability of Biped Locomotion , Siggraph Asia 2015
  16. Helge Rhodin, James Tompkin, Kwang In Kim, Edilson de Aguiar, Hanspeter Pfister, Hans-Peter Seidel, Christian Theobalt, Generalizing Wave Gestures from Sparse Examples for Real-time Character Control , Siggraph Asia 2015
  17. Yilong Liu, Feng Xu, Jinxiang Chai, Xin Tong, Lijuan Wang, Qiang Huo, Video-Audio Driven Real-Time Facial Animation , Siggraph Asis 2015
  18. Justus Thies, Michael Zollhofer, Matthias Niesner, Levi Valgaerts, Marc Stamminger, Christian Theobalt, Real-time Expression Transfer for Facial Reenactment , Siggraph Asia 2015
  19. Eduard Zell, Carlos Aliaga, Adrian Jarabo, Katja Zibrek, Diego Gutierrez, Rachel McDonnell, Mario Botsch, To Stylize or not to Stylize? The Effect of Shape and Material Stylization on the Perception of Computer-Generated Faces , Siggraph Asia 2015
  20. Pablo Garrido, Michael Zollhoefer, Dan Casas, Levi Valgaerts, Kiran Varanasi, Patrick Perez, Christian Theobalt, Reconstruction of Personalized 3D Face Rigs from Monocular Video , Siggraph 2016
  21. Chen Cao, Hongzhi Wu, Yanlin Weng, Tianjia Shao, Kun Zhou, Real-time Facial Animation with Image-based Dynamic Avatars , Siggraph 2016