header

Game Programming


Semester:

WS 2015

Type:

Lecture

Lecturer:

Credits:

ECTS 6 (VPS)

Contact:

games@cs.rwth-aachen.de
Note: This page is for a course from a previous semester.
Find a list of current courses on the Teaching page.
Course Dates:

Type

Date

Room

Lecture Thursday, 12:15 - 14:30 2356|050 (AH V)
Individual group meetings until 19th Nov 2015 Room 105, Building E3 (Lab Info8)
Seminar presentations 17.12.2015, 12-15 - 14:30 2356|050 (AH V)
Lab until 8th Feb 2016 n.a.
Individual presentations (exam) 10th to 12th Feb 2016 Room 118, Building E3 (Seminar room Info8)
Best-of presentations 26th Feb 2016 13:00 - 16:00 2356|051 (AH VI)

This course introduces core game programming techniques. In particular, we will consider the following topics:

  • Game Physics
    • Particle systems
    • Deformable objects (e.g. cloth simulation)
    • Rigid bodies
    • Fluid simulation
  • Animation / Geometry
    • Collision detection
    • Character animation
    • Facial animation
  • Rendering
    • Natural phenomena (sky, clouds, water, fire, etc.)
    • Advanced material rendering (texture tricks, subsurface scattering, procedural techniques, etc.)
    • Screen space techniques (deferred shading, ambient occlusion, etc.)

Organisation:

The course is split into three parts, a lecture period, a seminar and a practical lab:

  • In the lectures (approx. 7 weeks), the theoretical background of game programming will be discussed.
  • In a subsequent seminar (approx. 2 weeks), the participating students will give short presentations about the organization and the techniques they are going to implement in the practical part.
  • In the practical part of the course (approx. 4 weeks) at the end of the semester, students will implement techniques of their choice in teams of 2-3 members.

The topics of the seminar will be distributed at the beginning of the course. Each topic is supposed to consider a specific technique from an up-to-date game. We will make suggestions for possible topics, however you are welcome to propose a technique from the game you like most. The same holds for the practical part of the course where you have the chance to implement state-of-the-art game features (in C++ and OpenGL).

Exam:

The examination consists of:

  • A presentation (approx. 20 minutes) of the results of the practical phase
  • An oral exam (organized as colloquium, approx. 15 minutes) right after the presentation of the practical phase

Literature

Prerequisites:

Basic Techniques in Computer Graphics is recommended. It will be possible to attend this lecture in parallel.

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