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Lectures summer term

CS Dept.  >  tum.3D Homepage  >  Teaching  >  Winter Term 07/08  >  ProSem

Pro- /Hauptseminar Computer Graphics

Game Design

J. Schneider, Prof. Dr. Westermann

Pro- /Hauptseminar Computer Graphics
Time, Place: Tue 10:00 - 11:45 MI 02.13.010
Begin: 15.10.2007
Prerequisites: none

Important

Wie besprochen ist der Beginn des Seminars A ist auf 10:15 verschoben.

Neues Template / Theme für Powerpoint 2003 und Powerpoint 2007.

Am 16.10, 12:30 findet eine Vorbesprechung von Prof. Westermann über das Halten eines Seminarvortrages statt. Dieser Termin ist verpflichtend. There will be an introductory on how to give a seminar talk on 16th October 2008, 12:30 held by Prof. Westermann. Presence is mandatory.
[ Folien/Slides ]

Remarks

Für Bachelor und Masterstudiengänge ist das Seminar/Proseminar eine Prüfungsleistung. Der Beginn dieser Prüfungsleistung ist auf den 1.10.2007 festgelegt, die Prüfungsleistung ist beendet, wenn alle Vorträge gehalten worden sind, und Ausarbeitung/Vortragsfolien/Abstract bei uns in elektronischer Form vorliegen. Ein Rücktritt ohne Begründung ist nur bis zum 1.10.2007 möglich.

For students in bachelor and master programs, the seminar/proseminar is treated as exam. The exam begins 1.Oct.2007 and ends after all talks have been held and after exposee/talk/abstract have reached us in electronic form. Cancellation of the exam is only possible before 1.Oct.2007 without specific reason.

Contents

Game design is highly interdisciplinary: The usual cast of a development team includes computer scientists, programmers, visual artists, composers, managers, and many more. For a game to be successful the right mixture of skilled individuals is needed. A recend trend is that games are evolving into ever more complex, gigantic software projects that demand scientific treatment in many ways. This seminar/proseminar will be discussing several topics of game design, in all of which computer science plays a major role. To sucessfully participate in this seminar, the attendants will have to prepare a talk, which should last about 30-40 minutes (proseminar) or 45-60 minutes (seminar). Supplementary, a short workout (approximately 2-4 pages) should be prepared. During the preparation for the talks, independent investigation for further reading is desired. For more details, please see Seminar FAQ (PDF).

Hinweis

Aufgrund der regen und zwischen Haupt- und Proseminar sehr unterschiedlichen Nachfrage haben wir uns entschlossen, die gesamte Veranstaltung in zwei Teile zu teilen. Neben dem positiven Effekt dass wir dadurch mehr Erstwünsche berücksichtigen konnten ergibt sich eine Anwesenheitspflicht auch nur für denjenigen Seminarteil, in dem der eigene Vortrag stattfindet. D.h. Seminaristen, die unten unter Part A gelistet sind, müssen alle Vorträge aus Part A besuchen, dürfen aber auch bei Interesse Vorträge aus Part B anhören (und umgekehrt).
Die Vorträge aus Teil A finden von 10:15 - 11:45 statt, die aus Teil B finden von 12:30 - 14:00 statt.

Topics and Talks - Part A

Date Student Title Betreuer Link
2007/10/16 - Introductory Prof. Dr. R. Westermann [webpage]
2007/11/06 Felix Kuhn The History of Games J. Schneider [webpage]
2007/11/13 Julian Horsch 3D Graphics APIs: DirectX & Programmable Pipeline P. Kondratieva [webpage]
2007/11/13 Sebastian Wild 3D Graphics APIs: OpenGL & Fixed Function Prof. Dr. R. Westermann [webpage]
2007/11/20 Matthias Gehrig Shading, Lighting, Environment Mapping T. Schiwietz [webpage]
2007/11/27 Tobias Ladurner Non-Photorealistic Rendering & Cel Shading P. Kondratieva [webpage]
2007/11/27 Martin Dummer Particle Systems Dr. J. Küger [webpage]
2007/12/04 Timm Hoffmeister 3D Path Finding Prof. Dr. R. Westermann [webpage]
2007/12/04 Jan Sommer Collision Detection J. Georgii [webpage]
2007/12/11 Maximilian Sievert Computer AI, Winning Strategies, etc. Prof. Dr. R. Westermann [webpage]
2007/12/11 Jan Finis Procedural Terrain Generation Dr. M. Kraus [webpage]
2007/12/18 Kang-Hunn Lee Character Animation K. Bürger [webpage]
2007/12/18 Andreas Ostermaier Game Production Pipeline T. Schiwietz [webpage]
2008/01/08 Timm Jelacic Gaming Hardware: XBox 360, PS3, Wii, PSP, NDS Dr. J. Krüger [webpage]
2008/01/08 Markus Ringel The Uncanny Valley & AI in the Uncanny Valley J. Schneider [webpage]
2008/01/15 Tobias Heck Adaptive Music & Real-Time Sound Synthesis J. Georgii [webpage]
2008/01/15 Christian Brennstuhl Multiplayer & MMO Games K. Bürger [webpage]

Topics and Talks - Part B

Date Student Title Betreuer Link
2007/10/16 - Introductory Prof. Dr. R. Westermann [webpage]
2007/11/06 Oscar Bertin The History of Games J. Schneider [webpage]
2007/11/13 Florian Eder 3D Graphics APIs: DirectX & Programmable Pipeline P. Kondratieva [webpage]
2007/11/13 Jan-Hendrik Behrmann 3D Graphics APIs: OpenGL & Fixed Function Prof. Dr. R. Westermann [webpage]
2007/11/20 Michael Stuber Rendering Water & Surf T. Schiwietz [webpage]
2007/11/20 Moritz Höser Shading, Lighting, Environment Mapping T. Schiwietz [webpage]
2007/11/27 Miroslav Knejp Applications of Raytracing in Games J. Georgii [webpage]
2007/11/27 Jürgen Treml Rendering Smoke & Clouds Dr. J. Küger [webpage]
2007/12/04 Johannes Schlicker 3D Path Finding Prof. Dr. R. Westermann [webpage]
2007/12/04 Florian Liegsalz Collision Detection J. Georgii [webpage]
2007/12/11 Simon Hager Procedural Terrain Generation Dr. M. Kraus [webpage]
2007/12/11 Maximilian Dienersberger Storytelling & The Use of Mythology J. Schneider [webpage]
2007/12/18 Leo Hackstein Character Animation K. Bürger [webpage]
2007/12/18 Dominic Degel Modelling Game Characters K. Bürger [webpage]
2008/01/08 Michael Schmitt Gaming Hardware: XBox360, PS3, Wii, PSP, NDS Dr. J. Krüger [webpage]
2008/01/08 Sascha Päppinghaus The Uncanny Valley & AI in the Uncanny Valley J. Schneider [webpage]
2008/01/15 Dominik Steger Adaptive Music & Real-Time Sound Synthesis J. Georgii [webpage]
2008/01/15 Edwin Foris Multiplayer & MMO Games K. Bürger [webpage]

Related Files

Literature

  • Foley, Van Dam, Feiner, Hughes: Computer Graphics: Principles and Practice, Addison-Wesley, 2nd edition in C
  • Griebel, Bungartz, Zenger: Computer Graphik, Vieweg Verlag
  • Ask Google
  • GemDev.net
  • Gamasutra.com
  • Wikipedia
  • M. DeLoura (Editor): Game Programming Gems 1 and 2, Charles River Media
  • D. Treglia (Editor): Game Programming Gems 3, Charles River Media
  • A. Kirmse (Editor): Game Programming Gems 4, Charles River Media
  • K. Pallister (Editor): Game Programming Gems 5, Charles River Media
  • M. Dickheiser (Editor): Game Programming Gems 6, Charles River Media
  • R. Fernando (Editor): GPUGems, Addison-Wesley Professional
  • M. Pharr (Editor): GPUGems 2, Addison-Wesley Professional

ACM Digital Library

The TUM has an account at the ACM digital library which hosts some of the most important conferences on Computer Graphics. To access it, proceed as follows:
  • Configure your browser to use proxy.informatik.tu-muenchen.de at port 8080.
  • Read the three bullets below, then browse to ACM Digital Library.
  • Make sure you see "HeBIS: TU Muenchen" witten in the logo, and not "Technische Universitaet Muenchen".
  • Now you can search for papers, topics etc. They are hosted in pdf format.
  • It might be necessary to perform the above procedure from within the TU web.
  Imprint Last changed: 11.12.2007 [Manage]