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
| 回 | 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