Computer Game (4190.420)
Fall 2008
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Programming skills for C or C++ Programming skills for OpenGL or DirectX are required. |
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Homework and class participation : 20% Term project: 50% Exams: 30% |
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The following textbooks are recommended, but not required.
Andrew Rollings and Dave Morris, Game Architecture and Design, New Riders
Andrew Rollings and Ernest Adams on Game Design, New Riders
Chris Crawford on Game Design, New Riders
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¿ÜºÎ °¿¬
¿¬»ç: Dinesh Manocha ÀϽÃ: 2008³â 9¿ù 3ÀÏ (¼ö¿äÀÏ) ¿ÀÈÄ 4½Ã Àå¼Ò: 302µ¿ 308È£ Abstract : In recent years, there has been a renewed interest in real-time ray tracing for interactive applications. This is due to increased processing speeds as predicted by Moore's Law, parallelization on multi-core and multi-processing systems and development of ray-coherence techniques. We give an overview of our recent work on ray tracing complex and dynamic environments. These include new model simplification, hierarchical representations and data layout algorithms that can accelerate the performance on massive models by more than an order of magnitude. We also describe novel approaches for interactive sound rendering in complex environments. Our approach is based on ray-frustum tracing that combines the accuracy of volumetric methods with the efficiency of ray tracing. We highlight its application in large, dynamic scenes. To the best of our knowledge, these are the first interactive algorithms for sound propagation in complex scenes running on a desktop machine. (Joint work with members of GAMMA group at UNC Chapel Hill) |
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Course Introduction and Overview [ppt] |
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No
Class (Ãß¼®) |
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Student Project Brainstorming |
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Student
Project Brainstorming |
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¿ÜºÎ °¿¬ ¿¬»ç: °Çü¿ì ±³¼ö (University of Missouri, St. Louis) ÀϽÃ: 2008³â 10¿ù 6ÀÏ (¿ù¿äÀÏ) ¿ÀÈÄ 4½Ã Àå¼Ò : 302µ¿ 309È£ Á¦¸ñ: Flow-based Image
Abstraction |
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Interactive
Storytelling (continued) |
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Narrative
and Emergence |
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Development
Process: Case Study of Lineage II |
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Project
Progress Meeting |
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Midterm
Exam |
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Project Progress Meeting | |
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¿ÜºÎ °¿¬ Á¦¸ñ : Biomechanical Modeling and Control of the Human Body for Computer Animation ¿¬»ç : À̼ºÈñ ¹Ú»ç (University of California) ÀϽà : 2008³â 11¿ù 24ÀÏ (¿ù¿äÀÏ) ¿ÀÈÄ 5½Ã Àå¼Ò : 302µ¿ 309È£
Abstract : Realistic anatomical modeling capable of high-fidelity synthesis of human body shape and motion is a major challenge in computer animation. Despite significant progress in this domain, the detailed modeling of the human body has not received adequate attention because of its complexity. We develop a comprehensive biomechanical model of the human body, confronting the combined challenge of modeling and controlling more or less all of the relevant articular bones and muscles, as well as simulating the physics-based deformations of the soft tissues. Emulating the relevant anatomy, our skeletal model comprises 75 bones (165 degrees of freedom), including the vertebrae and ribs, and it is actuated by 846 muscles, modeled as piecewise uniaxial Hill-type force actuators. To simulate the biomechanics of the soft tissues, we employ a coupled 3D finite element model with the appropriate constitutive behavior, in which are embedded the detailed anatomical arrangement and geometries of skin, muscle, and bone. As a precursor to developing our comprehensive biomechanical model, we consider the highly important head-neck-face complex. Our head-neck model is characterized by appropriate kinematic redundancy (7 vertebrae) and muscle actuator redundancy (72 muscles). It presents us with a challenging motor control problem, even for the deceptively simple task of balancing the head in gravity atop the cervical spine. Our biologically inspired, neuromuscular controller provides the numerous muscle actuators with efferent activation signals, controlling the pose of the head through time, as well as the stiffness of the neck by coactivating mutually opposed muscles. Using machine learning techniques, the neural networks within the controller are trained offline to efficiently generate the online control signals necessary to synthesize various autonomous movements for the behavioral animation of the human head and face. Our biomimetic modeling approach heightens the need to accurately model skeletal joints. Since the elementary joints conventionally used in physics simulation cannot produce the complex movement patterns of biological joints, we also introduce a new joint model, called "spline joints", that can emulate biological joints more accurately. Spline joints can be efficiently simulated using minimal-coordinates-based dynamics algorithms. Brief Biography : Sung-Hee Lee is a postdoctoral scholar at University of
California, Los Angeles. He earned the Ph.D. degree in Computer Science
from the UCLA in 2008, and his dissertation is entitled
"Biomechanical modeling and control of the human body for computer
animation". He research interests include computer
animation and robotics. Specifically he is interested in physics-based
modeling and control of human characters, motion
planning and control of humanoid robots, and multibody dynamics. |
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World
and Player |
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Casual
Game and Serious Game |
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No
Class |
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