Instructors | Yu-Chi Lai |
---|---|
Office Hour | Monday 9:00~11:00 AM |
TA | Ying-Sheng Luo |
Week | Content | Notes | Assignment |
---|---|---|---|
01 | Administrative
| [Note] | |
02 | Game Anatomy
| [Note] | |
03 | Input Device
| [Note] | |
04 | Transformation and Graphics Pipeline
| [Note] | |
05 | Texture Pipeline
| [Note] | |
06 | CUDA
Shader
| [Note] | |
07 | Multiple pass
Shadow
| [Note] | |
08 | Principles of Animation
| [Note] | |
09 | Animation
| [Note] |
Technically, Computer Graphics and good C++ programming skills.
- Mobile game survey
鄒濬安 | 白貓 Project | link |
陳品陵 | LINE brown farm | link |
李允斌 | Plants vs. Zombies | link |
林廣柏 | チェインクロニクル(鎖鏈戰記) | link |
呂柏儒 | The Idolmaster Cinderella Girls: Starlight Stage | link |
潘琮皓 | Hearthstone | link |
羅應陞 | Steppy Pants | link |
郭昱粲 | The Sims Free Play | link |
林進仰 | Combo Quest2 | link |
胡柯民 | Lanota | link |
陳柏君 | Walkr | link |
鄭皓宇 | Fate/Grand Order | link |
朱駿采 | Five Night At Freddy's | link |
Ardiawan Bagus | Terget Acquired | link |
林俞彣 | Deemo | link |
陳奕佑 | Crusaders Quest | link |
- PC online game survey
林廣柏 | 跑跑卡丁車 | link |
胡柯民 | Diablo III | link |
陳柏君 | 艾爾之光 Elsword | link |
陳奕佑 | World of Warcraft | link |
鄭皓宇 | Warframe | link |
鄒濬安 | 流亡黯道 Path of Exile | link |
陳品陵 | Creativerse | link |
朱駿采 | Garry's mod | link |
林俞彣 | 楓之谷 | link |
林進仰 | LOL | link |
羅應陞 | 鬥陣特攻 Overwatch | link |
潘琮皓 | Team Fotress 2 | link |
郭昱粲 | 爆爆王 | link |
Ardiawan Bagus | Dota2 | link |
呂柏儒 | world of warships | link |
李允斌 | 龍之谷 | link |
- VR / AR / MR application survey
郭昱粲 | 【VR】Audioshield | link |
陳品陵 | 【AR】SNOW | link |
陳奕佑 | 【VR】Nvidia VR Funhouse | link |
胡柯民 | 【VR】I Expect You To Die | link |
林俞彣 | 【VR】Windland | link |
李允斌 | 【VR】Cloudlands : VR Minigolf | link |
鄒濬安 | 【VR】Eagle Flight | link |
潘琮皓 | 【VR】Summer Lesson | link |
呂柏儒 | 【VR】theBlu | link |
羅應陞 | 【VR】Google Earth VR | link |
林廣柏 | 【VR】AirMech: Command | link |
Ardiawan Bagus | 【VR】The Climb | link |
朱駿采 | 【VR】JobSimulator | link |
鄭皓宇 | 【VR】Biohazard 7 | link |
林進仰 | 【VR】Vacate the Room | link |
陳柏君 | 【VR】The Lab | link |
- Paper survey 1 order
林俞彣 | Instant radiosity |
郭昱粲 | Incremental Instant Radiosity for Real-Time Indirect Illumination |
羅應陞 | Interactive Lighting Design with Hierarchical Light Representation |
胡柯民 | Sequential Monte Carlo instant radiosity |
林進仰 | Convolution Shadow Maps |
鍾賢廣 | Interactive Illumination with Coherent Shadow Maps |
陳奕佑 | Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps |
陳彥霖 | Exponential Soft Shadow Mapping |
潘琮皓 | Real-Time Ambient Occlusion for Dynamic Character Skins |
呂柏儒 | Ambient Occlusion Volumes |
陳柏君 | Line-Sweep Ambient Obscurance |
呂仁傑 | Cascaded Light Propagation Volumes for Real-Time Indirect Illumination |
朱駿采 | An approximate image-space approach for interactive refraction. |
鄭皓宇 | Interactive image-space techniques for approximating caustics |
- Paper survey 2 order
呂仁傑 | Motion Graphs |
林俞彣 | Interactive Motion Generation From Examples |
陳奕佑 | Flexible Automatic Motion Blending with Registration Curves |
呂柏儒 | Automated Extraction and Parameterization of Motions in Large Data Sets |
朱駿采 | Interactive Contol of Avatars Animated With Human Motion Data |
潘琮皓 | Parametric Motion Graphs |
郭昱粲 | Retargetting Motion to New Characters |
鍾賢廣 | Motion Path Editing |
陳彥霖 | Knowing when to put your foot down |
羅應陞 | Footskate Cleanup for Motion Capture |
林進仰 | Building Efficient, Accurate Character Skins From Examples |
陳柏君 | 3D Shape Regression for Real-time Facial Animation |
鄭皓宇 | Real-Time High-Fidelity Facial Performance Capture |
胡柯民 | Real-time Facial Animation with Image-based Dynamic Avatars |
- Projects (15, 15, 25% each): 55%
- Maya (Midterm: 15 and Final: 15 %): 30 %
- Game Review: 15%
Second Semester
- Projects (15, 15, 15, 25 % each): 70%
- Paper review: 30 %
- Project 1: Trains and Roller Coasters on PS4 -- NTUST Undergraduate
- Project 2: Trains and Roller Coasters -- Non-NTUST-Undergraduate
- Project 3: Water Surface and Rendering
- Project 4: Chain Reaction
- Project 5: Incremental Instant Radiosity Implementation
- Project 6: Motion Path Editing
- Project 7: Particle Simulation with Physics Engine.
- Project 8: 3D Game
- Set 1: Shadow and Interactive lighting
- Set 2: Motion Graphs Set
- Set 3: Physical Simulation
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
- Mapping Techniques
- 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
Paper Survey List
Set 1: Shadow and Interactive lighting
-
Instant radiosity and light
[1]. *Keller, A. "Instant radiosity." In SIGGRAPH ’97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques (林俞彣)
[2]. *Samuli Laine, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen, Timo Aila, "Incremental Instant Radiosity for Real-Time Indirect Illumination", Proceeding EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques, Pages 277-286 (郭昱粲)
[3]. WALTER, B., FERNANDEZ, S., ARBREE, A., BALA, K., DONIKIAN, M., AND GREENBERG, D. P. 2005. Lightcuts: A scalable approach to illumination. In Proceedings of SIGGRAPH 2005, Computer Graphics Proceedings, Annual Conference Series.
[4]. HASAN, M., PELLACINI, F., AND BALA, K. 2007. Matrix rowcolumn sampling for the many-light problem. In ACM Transactions on Graphics (TOG), vol. 26, ACM, 26.
[5]. Rui Wang , Rui Wang , Kun Zhou , Minghao Pan , Hujun Bao, An efficient GPU-based approach for interactive global illumination, ACM Transactions on Graphics (TOG), v.28 n.3, August 2009
[6]. Bruce Walter , Adam Arbree , Kavita Bala , Donald P. Greenberg, Multidimensional lightcuts, ACM Transactions on Graphics (TOG), v.25 n.3, July 2006
[7]. Bruce Walter , Pramook Khungurn , Kavita Bala, Bidirectional lightcuts, ACM Transactions on Graphics (TOG), v.31 n.4, p.1-11, July 2012
[8]. Wen-Chieh Lin, Tsung-ShianHuang, Tan-Chi Ho, Yueh-Tse Chen, Jung-Hong Chuang, “Interactive Lighting Design with Hierarchical Light Representation”, Proceeding EGSR '13 Proceedings of the Eurographics Symposium on Rendering, Pages 133-142 (羅應陞)
[9]. Michael Schwarz , Peter Wonka, Procedural Design of Exterior Lighting for Buildings with Complex Constraints, ACM Transactions on Graphics (TOG), v.33 n.5, p.1-16, August 2014
[10]. Peter Hedman, Tero Karras, and Jaakko Lehtinen, "Sequential Monte Carlo instant radiosity", I3D '16 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Pages 121-128 (胡柯民)
-
Ambient Occlusion
[1]. *Okan Arikan, David Forsyth, James F. O'Brien, "Fast and Detailed Approximate Global Illumination by Irradiance Decomposition", Proceeding SIGGRAPH '05 ACM SIGGRAPH 2005 Papers, Pages 1108-1114
[2]. Kirk, Adam G.andArikan, Okan (2007): Real-time ambient occlusion for dynamic character skins. In: Gooch,Bruceand 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. (潘琮皓)
[3]. *Morgan McGuire, "Ambient Occlusion Volumes" (NVIDIA),High PerformanceGraphics 2010, June 2010 (呂柏儒)
[4]. *Ville Timonen, "Line-Sweep Ambient Obscurance", Proceeding EGSR '13 Proceedings of the Eurographics Symposium on Rendering, Pages 97-105 (陳柏君)
[5]. Kaplanyan A., and Dachsbacher C. 2010. “Cascaded Light Propagation Volumes for Real-Time Indirect Illumination”, In Proc. of the ACMSIGGraphSymposium on Interactive 3D Graphics and Games (呂仁傑)
-
Shadow map
[1]. Daniel Scherzer, Stefan Jeschke, Michael Wimmer, "Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence", ProceedingEGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques, Pages 45-50
[2]. Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz, "Convolution Shadow Maps", Proceeding EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques, Pages 51-60 (林進仰)
[3]. Tobias Ritschel, Thorsten Grosch, Jan Kautz, Stefan Muller, "Interactive Illumination with Coherent Shadow Maps", Proceeding EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques, Pages 61-72 (鍾賢廣)
[4]. Tomas Barak, JiriBittner ,Vlastimil Havran, “Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps”, Proceeding EGSR '13 Proceedings of the Eurographics Symposium on Rendering, Pages 87-96 (陳奕佑)
[5]. Li Shen, Jieqing Feng, Baoguang Yang, "Exponential Soft Shadow Mapping", Computer Forum Volume 32 Issue 4, Pages 107–116, July 2013 (陳彥霖)
[6]. Dachsbacher, C., and Stamminger, M., "Reflective shadow maps." In Proc. of the Symposium on Interactive 3D Graphics and Games
-
Reflection, refraction, and caustics
[1]. *Wyman, C., “An approximate image-space approach for interactive refraction.” ACM Trans. Graph. 24(3), 1050–1053 (2005) (朱駿采)
[2]. Wyman, C., and 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) (鄭皓宇)
[3]. Xu, K., Ma, L.Q., Ren, B., Wang, R., and Hu, S.M., “Interactive hair rendering and appearance editing under environment lighting.” ACM Trans. Graph.30(6), 173:1–173:10 (2011)
Set 2: Motion Graphs Set
Motion editing thesis(完整REVIEW): Lucas Kovar's thesis Automated Methods for Data-Driven Synthesis of Realistic and Controllable Human Motion
-
Motion editing
[1]. * Michael Gleicher, "Retargeting Motion to New Characters", Proceedings of ACM SIGGRAPH 98, page 33--42 — jul 1998 (郭昱粲)
[2]. * Michael Gleicher , Hyun Joon Shin, Lucas Kovar, and Andrew Jepsen., “Snap Together Motion.”, I3D 2003.
[3]. *Michael Gleicher, "Motion Path Editing", Proceedings of the 2001 ACM Symposium on Interactive 3D Graphics — mar 2001 (鍾賢廣)
[4]. *Hyun Joon Shin, Lucas Kovar, Michael Gleicher, "Physical Touchup of Human Motion", Proceedings of Pacific Graphics — oct 2003
[5]. Ikemoto, Leslie, Arikan, Okan and Forsyth, David A. (2006), “Knowing when to put your foot down.” In: Olano, Marc and Séquin, Carlo H. (eds.) Proceedings of the 2006 Symposium on Interactive 3D Graphics, SI3D 2006, March 14-17, 2006, Redwood City, California, USA 2006. (陳彥霖)
[6]. Lucas Kovar, John Schreiner, and Michael Gleicher, "Footskate cleanup for motion capture editing", Proceedings of the ACM SIGGRAPH Symposium on Computer Animation, page 97--104 — 2002 (羅應陞)
[7]. Hyun Joon Shin, Jehee Lee, Michael Gleicher, and Sung Yong Shin, "Computer Puppetry: An Importance-Based Approach", ACM Transcations on Graphics, Volume 20, Number 2 — apr 2000
-
Motion graph
[1]. *Lucas Kovar, Fred Pighin and Michael Gleicher, "Motion Graphs", SIGGRAPH 2002 (呂仁傑)
[2]. *Okan Arkan and David Forsyth, "Interactive Motion Generation From Examples", SIGGRAPH 2002 (林俞彣)
[3]. *Lucas Kovar, and Michael Gleicher, "Flexible Automatic Motion Blending with Registration Curves", Proceedings of Computer Animation — jul 2003 (陳奕佑)
[4]. *Lucas Kovar, and Michael Gleicher, "Automated Extraction and Parameterization of Motions in Large Data Sets", ACM Transcations on Graphics, Volume 23, Number 3, page 559--568 — aug 2004 (呂柏儒)
[5]. *Jehee Lee et al., "Interactive Contol of Avatars Animated With Human Motion Data", SIGGRAPH 2002 (朱駿采)
[6]. *Heck, Rachel and Michael Gleicher. Parametric Motion Graphs. Proceedings of Symposium on Interactive 3D Graphics and Games 2007 (潘琮皓)
-
Facial animation and skinning
[1]. *Alex Mohr, Michael Gleicher, "Building Efficient, Accurate Character Skins From Examples", ACM Transcations on Graphics, Volume 22, Number 3, page 562--568 — jul 2003 (林進仰)
[2]. Sofien Bouaziz, Yangang Wang, Mark Pauly, "Online Modeling For Realtime Facial Animation", Siggraph 2013
[3]. *Chen Cao, Yanlin Weng, Stephen Lin, Kun Zhou,"3D Shape Regression for Real-time Facial Animation", Siggaph 2013 (陳柏君)
[4]. Hao Li, Jihun Yu, Yuting Ye, Chris Bregler, "Realtime Facial Animation with On-the-fly Correctives", 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]. Chen Cao, Derek Bradley, Thabo Beeler, Kun Zhou, Real-Time High-Fidelity Facial Performance Capture , Siggraph 2015 (鄭皓宇)
[11]. 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
[12]. Yilong Liu, Feng Xu, Jinxiang Chai, Xin Tong, Lijuan Wang, Qiang Huo, Video-Audio Driven Real-Time Facial Animation , Siggraph Asis 2015
[13]. Justus Thies, Michael Zollhofer, Matthias Niesner, Levi Valgaerts, Marc Stamminger, Christian Theobalt, Real-time Expression Transfer for Facial Reenactment , Siggraph Asia 2015
[14]. 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
[15]. 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
[16]. Chen Cao, Hongzhi Wu, Yanlin Weng, Tianjia Shao, Kun Zhou, Real-time Facial Animation with Image-based Dynamic Avatars , Siggraph 2016 (胡柯民)
[17]. Graham Fyffe, Andrew Jones, Oleg Alexander, Ryosuke Ichikari, Paul Debevec, Driving High-Resolution Facial Scans with Video Performance Capture , Siggraph 2015
[18]. Alec Jacobson , Daniele Panozzo , Oliver Glauser , Cédric Pradalier , Otmar Hilliges , Olga Sorkine-Hornung, Tangible and modular input device for character articulation, ACM Transactions on Graphics (TOG), v.33 n.4, July 2014
[19]. Oliver Glauser , Wan-Chun Ma , Daniele Panozzo , Alec Jacobson , Otmar Hilliges , Olga Sorkine-Hornung, Rig animation with a tangible and modular input device, ACM Transactions on Graphics (TOG), v.35 n.4, July 2016
Set 3: Physical Simulation
Bullet Real-time physical engine: http://bulletphysics.org/wordpress/
Rigid body and Elastic object
[1]. *Hadap and Magnenat-Thalmann,“Modeling Dynamic Hair as a Continuum” CGF 2001
[2]. *Iben, Meyer, Petrovic, Soares,Anderson, Witkin,“Artistic Simulation of Curly Hair,” Pixar Technical Memo
[3]. Lily Kharevych, Patrick Mullen, Houman Owhadi and Mathieu Desbrun,Numerical Coarsening of Inhomogeneous Elastic Materials, SIGGRAPH 2009.
[4]. Jernej Barbič, Marco da Silva, Jovan Popović, Deformable Object Animation Using Reduced Optimal Control, SIGGRAPH 2009.
[5]. McAdams, Selle, Ward, Sifakis, and Teran,“Detail preserving continuum simulation of straight hair,”
[6]. Selle, Lentine, and Fedkiw,“A Mass Spring Model for Hair Simulation,” SIGGRAPH 2008,
Spring-mass system and cloth
[1]. * Van Gelder, A., "Approximate Simulation of Elastic Membranes by Triangulated Spring Meshes", Journal of Graphics Tools, Vol. 3, pp. 21-42 (1998).
[2]. *Baraff, D. and Witken, A., "Large Steps in Cloth Simulation", SIGGRAPH 98, 43-54 (1999).
[3]. *James, D. and Pai, D., "ArtDefo: Accurate Real Time Deformable Objects", SIGGRAPH 99, 65-72 (1999).
[4]. *O'Brien, J. and Hodgins, J., "Graphical Modeling and Animation of Brittle Fracture", SIGGRAPH 99, 137-146 (1999).
[5]. *James and Pai, "DyRT: Dynamic Response Textures for Real Time Deformation Simulation with Graphics Hardware," SIGGRAPH 2002
[6]. * Bridson et al. Robust Treatment of Collisions, Contact, and Friction for Cloth Animation, SIGGRAPH 2002
[7]. Muller, Dorsey, McMillan, Jagnow, and Cutler, "Stable Real-Time Deformations," SCA 2002
[8]. Eric G. Parker and James F. O'Brien. Real-Time Deformation and Fracture in a Game Environment. In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 156–166, August 2009.
[9]. Harmon, Vouga, Smith, Tamstorf, and Grinspun,“Asynchronous Contact Mechanics,” SIGGRAPH 2009
[10]. Etzmuβ, Keckeisen, and Straβer, "A Fast Finite Element Solution for Cloth Modelling," Pacific Graphics 2003,
[11]. Hecht, Lee, Shewchuk, and O'Brien, "Updated Sparse Cholesky Factors for Corotational Elastodynamics," TOG 2012
Fluid simulation
[1]. *Foster and Metaxas, "Modeling the Motion of a Hot, Turbulent Gas",SIGGRAPH 1997,
[2]. *Joe Stam, Stable Fluid, Proceeding SIGGRAPH '99 Proceedings of the 26th annual conference on Computer graphics and interactive techniques, Pages 121-128
[3]. *Jos Stam, Visual simulation of smoke and fire, Proceedings of the Eurographic workshop on Computer animation and simulation, p.51-51, September 02-03, 2001, Manchester, UK
[4]. *Foster, N. and Fedkiw, R., "Practical Animation of Liquids", SIGGRAPH 2001, 15-22 (2001).
[5]. *Fedkiw, R., Stam, J. and Jensen, H.W., "Visual Simulation of Smoke", SIGGRAPH 2001, 23-30 (2001).
[6]. *Nguyen, D., Fedkiw, R. and Jensen, H., "Physically Based Modeling and Animation of Fire", SIGGRAPH 2002, ACM TOG 21, 721-728 (2002).
[7]. * Bargteil, Goktekin, O’Brien, “A semi-Lagrangian contouring method for fluid simulation,” ACM TOG 2006
[8]. * Müller, “Fast and Robust Tracking of Fluid Surfaces,” SCA 2009,
[9]. * Carlson, Mucha, and Turk.“Rigid Fluid: Animating the Interplay Between Rigid Bodies and Fluid,” SIGGRAPH 2004,
[10]. * McNamara, Popović, and Stam,“Fluid Control Using the Adjoint Method,” SIGGRAPH 2004,
[11]. * Fattal, and Lischinski,“Target-Driven Smoke Animation,” SIGGRAPH 2004,
[12]. * Thuerey, Keiser, Pauly, and Ruede,“Detail-Preserving Fluid Control,” SCA 2006
[13]. * Raveendran, Thuerey, Wojtan, and Turk“Controlling Liquids Using Meshes,” SCA 2012
[14]. Sanjit Patel , Anson Chu , Jonathan Cohen , Frederic Pighin, Fluid simulation via disjoint translating grids, ACM SIGGRAPH 2005 Sketches, July 31-August 04, 2005, Los Angeles, California
[15]. Enright, D., Marschner, S. and Fedkiw, R., "Animation and Rendering of Complex Water Surfaces", SIGGRAPH 2002, ACM TOG 21, 736-744 (2002).
[16]. Yubo Zhang, Kwan-Liu Ma, Spatio-temporal Extrapolation for Fluid Animation, Siggraph asia.
[17]. Zherong Pan, Jin Huang, Yiying Tong , Changxi Zheng , Hujun Bao Interactive Localized Liquid Motion Editing
[18]. Nadir Akinci, A. Dippel, Gizem Akinci, Matthias Teschner , Versatile Surface Tension and Adhesion for SPH Fluids
[19]. Dan Gerszewski, Adam W. Bargteil , Physics-based Animation of Large-scale Splashing Liquids
[20]. C. Horvath and W. Geiger, Directable, High-resolution Simulation of Fire on the GPU, SIGGRAPH 2009.
[21]. Huamin Wang, Miao Liao, Qing Zhang, Ruigang Yang and Greg Turk, Physically Guided Liquid Surface Modeling from Videos, SIGGRAPH 2009.
[22]. Zhu and Bridson,“Animating Sand as a Fluid,” SIGGRAPH 2005
[23]. Goktekin, Bargteil, and O’Brien,“A Method for Animating Viscoelastic Fluids,” SIGGRAPH 2004
[24]. Guendelman, Selle, Losasso, and Fedkiw,“Coupling Water and Smoke to Thin Deformable and Rigid Shells,” SIGGRAPH 2005
[25]. Chentanez, Goktekin, Feldman, and O'Brien,“Simultaneous Coupling of Fluids and Deformable Bodies,” SCA 2006,
- Project 1: Trains and Roller Coasters on PS4 -- NTUST Undergraduate ( Ying-Sheng Luo )
- Project 2: Trains and Roller Coasters -- Non-NTUST-Undergraduate ( 陳柏君 )
- Project 2: Trains and Roller Coasters -- Non-NTUST-Undergraduate ( 郭昱粲 )
- Project 3: Water Surface and Rendering ( 郭昱粲 )
- Project 4: Chain Reaction ( 呂柏儒、陳柏君、郭昱粲 )
- Project 5: Incremental Instant Radiosity Implementation ( Ying-Sheng Luo )
- Project 5: Incremental Instant Radiosity Implementation ( Yan-Lin Chen )
- Project 5: Incremental Instant Radiosity Implementation ( 胡柯民 )
- Project 5: Incremental Instant Radiosity Implementation ( 呂仁傑 )
- Project 5: Incremental Instant Radiosity Implementation ( 林進仰、鄭皓宇 )
- Project 5: Incremental Instant Radiosity Implementation ( 朱駿采、潘琮皓 )
- Project 5: Incremental Instant Radiosity Implementation ( Yi-You Chen(陳奕佑) )
- Project 5: Incremental Instant Radiosity Implementation ( 郭昱粲 , 林俞彣 )
- Project 5: Incremental Instant Radiosity Implementation ( 呂柏儒、陳柏君 )
- Project 5: Incremental Instant Radiosity Implementation ( 鍾賢廣 )
- Project 6: Motion Path Editing ( Ying-Sheng Luo )
- Project 6: Motion Path Editing ( Yan-Lin Chen )
- Project 6: Motion Path Editing ( 胡柯民 )
- Project 6: Motion Path Editing ( 呂仁傑 , 鍾賢廣 )
- Project 6: Motion Path Editing ( 呂柏儒、陳柏君 )
- Project 6: Motion Path Editing ( 林進仰、鄭皓宇 )
- Project 6: Motion Path Editing ( Yi-You Chen(陳奕佑) )
- Project 6: Motion Path Editing ( 朱駿采、潘琮皓 )
- Project 6: Motion Path Editing ( 郭昱粲 , 林俞彣 )
- Project 7: Particle Simulation with Physics Engine. ( Ying-Sheng Luo , Yan-Lin Chen )
- Project 7: Particle Simulation with Physics Engine. ( 呂仁傑 , 鍾賢廣 )
- Project 7: Particle Simulation with Physics Engine. ( 呂柏儒、陳柏君 )
- Project 7: Particle Simulation with Physics Engine. ( 林進仰、鄭皓宇 )
- Project 7: Particle Simulation with Physics Engine. ( Yi-You Chen(陳奕佑) )
- Project 7: Particle Simulation with Physics Engine. ( 朱駿采、潘琮皓 )
- Project 7: Particle Simulation with Physics Engine. ( 郭昱粲 , 林俞彣 )
- Project 7: Particle Simulation with Physics Engine. ( 胡柯民 )
- Project 8: 3D Game ( Ying-Sheng Luo、胡柯民、鄭皓宇 )
- Project 8: 3D Game ( 呂柏儒、陳柏君、郭昱粲 )
- Project 8: 3D Game ( 朱駿采 , 潘琮皓 , 林俞彣 )