3D Game Technology
2019 All
Instructors Yu-Chi Lai
Office Hour

Tues 9:00~11:00 AM

TA Hong-Wen Huang
Lectures 1
Week Content Notes Assignment

01

  • Administrative
  • Class introduction
[Note] 

02

  • Game anatomy
  • Question to answer in class
    • What is a game?
    • What components should a game have?
    • What kinds of tools should we have to develop a game?
    • What kinds of technologies or knowledge involve with these components?
[Notes] 

03

  • Game control input
  • Question to answer in class
    • What types of control have you used for games?
      • Pros and Cons
[Notes] 

04

  • Light transport: local v.s. global
  • Local shading model
[Note] 
  • What should we compute for rendering an image?
  • What’s the meaning of local v.s global in general?
  • What’s the meaning of local and global for light transportation?
  • What do we need to locally model light transportation?

05

[Note] 
PreRequisites

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

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Grading
First Semester
  • 4 Projects (0, 15, 15, 15 each): 45%
  • Three paper review: 45%
  • Participation: 10%
Homework
  • Ambient Occlusion
    • *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
    • 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. 
    • *Morgan McGuire, "Ambient Occlusion Volumes" (NVIDIA),High PerformanceGraphics 2010, June 2010 
    • *Ville Timonen, "Line-Sweep Ambient Obscurance", Proceeding EGSR '13 Proceedings of the Eurographics Symposium on Rendering, Pages 97-105 
    • 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 
  • Shadow map
    • 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
    • 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 
    • 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 
    • 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 
    • Li Shen, Jieqing Feng, Baoguang Yang, "Exponential Soft Shadow Mapping", Computer Forum Volume 32 Issue 4, Pages 107–116, July 2013 
    • Dachsbacher, C., and Stamminger, M., "Reflective shadow maps." In Proc. of the Symposium on Interactive 3D Graphics and Games
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