Fakultät Informatik

Game Engine Design (IN0038, IN0039)

 Prof. Dr. Westermann

Game Engine Design

Time, Place

Mo. 12:30 - 14:00,  IHS2; Fr. 08:30 - 10:00,  MI HS1

Begin:

April 13., 2018

Details:

Prerequisites

none

Announcements

The recordings of the friday lecture can be found  here

You can inspect your exams on Sep. 12 from 11:00 to 12:00. Please do not forget your student card.

Practical

The practical Game Engine Design will be held in groups of 20 participants. Each group will be supervised by one tutor. Announcements concerning registration, work schedule, and grading will be made in the first lecture. All slides will be made available in the material folder below.

 

We intend to offer the following tutor groups

Gruppe

Zeit

Raum

1

Mo, 14:00 - 16:00

MI 01.05.012

2

Di, 10:00 - 12:00

MI 01.05.012

3

Di, 12:00 - 14:00

MI 01.05.012

4

Di, 12:00 - 14:00

MI 02.13.008

5

Mi, 10:30 - 12:30

MI 02.13.008

6

 

 

7

Do, 12:00 - 14:00

MI 01.05.012

8

Do, 14:00 - 16:00

MI 01.05.012

9

Fr, 10:00 - 12:00

MI 01.05.012

10

 

 

In addition, we offer a Q&A-Forum. Please use this forum if you have question concerning the exercise sheets.  Zum Q&A-Forum. Please use the following invitation code to register: qaged2018

Content

The modules IN0038 and IN0039 accompany each other.

In the lecture (IN0038), some of the basic algorithms used in real-time rendering and rigid body animation are discussed. Topics are polygon models, lighting models and shading, texture mapping, rasterization-based rendering pipeline, motion dynamics, time integration, partical systems, collision detection. While the lecture focusses on the discussion of the theory underlying real-time rendering and motion simulation algorithms, their efficient computer realization will be discussed and performed in the accompanying practical.  

In the practical (IN0039), the students learn the fundamental concepts of the programming language C++ and the graphics API Direct3D. They learn to realize real-time rendering algorithms on graphics accelerators using shader programming. The students program in small teams using established version control systems.

Literature

  • Gregory: Game Engine Architecture, AK Peters
  • Akenine-Möller, Haines: Real-time Rendering, AK Peters
  • Eberly: 3D Games Engine Design, Morgan Kaufmann
  • Foley, Van Dam, Feiner, Hughes: Computer Graphics: Principles and Practice, Addison-Wesley, 2nd edition in C
  • Watt, Watt: Computer Graphics, Addison-Wesley
  • Glassner: Principles of digital image synthesis, Morgan Kaufmann

Slides

 Lecture Slides

C++ Example

Assignment00
Assignments & Slides im Git Repository (Zugang mit RBG-Kennung)

The working solution of the corresponding assignment must be committed till Friday 8:00 am.

 

 

 

News

Bachelor and Master thesis in the following areas:
- A remote rendering system for point cloud data (in collaboration with industry)

- Deep learning for improved weather forecasting

- Learning trajectory clustering using neural network
s
- Learning Level-of-Detail representations for point clouds


- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de

 

- One PhD position on   Turbulence Visualization is available at the Computer Graphics & Visualization group.