Special Research for Computer and Information Sciences - Vladimir SAVCHENKO

  • 2012 年度版 (2013年度版準備中)

Instructor

Goal and Theme

 3D Game Engine Design

Abstract

 The focus of the study is to present the mathematical and geometrical background of 3D game design.

Schedule

テーマ内容
1 Introduction A motivation A summery
2 Geometrical methods Transformations
3 Geometrical methods Coordinate systems Quatarnions
4 Geometrical methods Standard 3D Objects. Spheres. Oriented boxes
5 Geometrical methods Capsules Cylinders Ellipsoids
6 Geometrical methods Distance Methods Point to linear component Linear component to linear component Point to triangle Linear component to Triangle
7 Geometrical methods Distance Methods Point to Rectangle Triangle to triangle Point to oriented Box
8 The Graphic Pipeline Model and World Coordinates Perspective projection Camera Models Culling and Clipping
9 The Graphic Pipeline Surface and Vertex Attributes Rasterizing
10 Hierarchical Scene Representations Tree-based representation Rendering a scene Graph
11 Picking Intersections of a linear component with bounding boxes
12 Collision detection Intersection of dynamic objects and lines Intersection of dynamic objects and planes Static object-object intersection
13 Collision detection Dynamic object-object intersection
14 Collision detection Oriented bounding box trees Processing of rotating and moving objects
15 Curves Reparameterization by arc length

授業外に行うべき学習活動

Reading reference materials

Materials

D. H. Eberly, 3D Game Engine design

References

Lecture notes

Evaluation Method

 According to a quiz

情報機器使用

 PC

前年度の授業改善アンケートからの気づき

 Nothing in particular