3D Game Technology
2020 All
Office Hour

Monday 10:00~13:00

TA 張智惟
Lectures 1
Week Content Notes Assignment

01

  • Course introduction
  • Game anatomy
  • Development consideration and tools
  • Input device

Project 0: Trains and Roller Coasters -- Non-NTUST-Undergraduate

 

02

  • Global and local illumination

03

  • P0 Demo
  • First set review on global illumination

Project 1: Ray Tracer

04

  • First set review on global illumination

05

  • First set review on global illumination

06

  • First set review on global illumination

07

  • First set review on global illumination

08

  • P1 Demo
  • Multiple pass and advance texturing

Project 2: Incremental Instant Radiosity Implementation

09

  • Second set review on point light-based illumination

10

  • Second set review on point light-based illumination

11

  • Second set review on point light-based illumination

12

  • P2 Demo

 

Project 3: Ambient Occlusion and Contour

 

13

  • Third set review

14

  • Third set review

15

  • Third set review

16

  • P3 Demo

17

18

PreRequisites

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

請先填完這個表單

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Grading
First Semester

Second Semester

  • Mutual discussion and participation: 10%
  • Paper survey and discussion(15%, 15%, 15%): 45%
  • Projects (0%, 15%, 15%, 15%): 45%
Homework
Paper Survey
We have 3 time presentation, so you need select you want to survey paper at there.

Global illumination
  • Distributed ray tracing, 1984
  • The rendering equation, 1986
  • Optimally combining sampling techniques for Monte Carlo rendering, 1995
  • Bidirectional Path Tracing, 1997
  • Metropolis Light Transport, 1997
  • Global Illumination using Photon Maps, 1996
  • Progressive photon mapping, 2008
  • Reflection, refraction, and caustics
    • Wyman, C., “An approximate image-space approach for interactive refraction.” ACM Trans. Graph. 24(3), 1050–1053 (2005) 
    • 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) 
    • Interactive Approximate Rendering of Reflections, Refractions, and Caustics, 2006
    • Caustics Mapping: An Image-Space Technique for Real-Time Caustics, 2007
    • 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)
Instant radiosity and light
  • Keller, A. "Instant radiosity." In SIGGRAPH ’97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques 
  • 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 
  • 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.
  • 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.
  • 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
  • Bruce Walter , Adam Arbree , Kavita Bala , Donald P. Greenberg, Multidimensional lightcuts, ACM Transactions on Graphics (TOG), v.25 n.3, July 2006
  • Bruce Walter , Pramook Khungurn , Kavita Bala, Bidirectional lightcuts, ACM Transactions on Graphics (TOG), v.31 n.4, p.1-11, July 2012
  • 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 
  • 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  
  • 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 
Ambient Occlusion and Shadow map
  • 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