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Computer Games Technology

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4. Development of computer games ... (includes optional module in programming games for the Sony Playstation) ... Year 4 module: Computer games technology ... – PowerPoint PPT presentation

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Title: Computer Games Technology


1
Computer Games Technology Academe
  • Dr Alan Watt
  • University of Sheffield

2
Computer games technology Academe
  • Slow realisation of the commercial import and
    depth of current technology
  • Academic snobbishness / new universities
  • Haphazard use of computer science topics by the
    industry technology use is title-driven.
    Example Game Developers Conference proceedings.

3
Development of computer games technology as a
profession
  • Who will do this?
  • Does it need to be done?
  • At the moment, there are no journals.
  • Game Developer - manifestly a magazine.
  • Game Developers Conference - extremely variable
    quality

4
Development of computer games technology as a
research discipline
  • Currently most of the energy comes from academe.
    Example work on real-time procedural shading
    which extends Q3 shader technology to full
    Renderman functionality.

5
Games teaching in the UK
  • University of Abertay Dundee
  • BSc (Hons) Computer Games Technology, PGDip/MSc
    Software Engineering (Games Virtual
    Environments)
  • University of Essex
  • MSc in Computer Games Engineering
  • John Moores University, Liverpool School of
    Computing and Mathematical Sciences
  • MSc Games Technology
  • University of Teesside, School of Computing and
    Mathematics
  • BA Computer Games Design

6
Games teaching in the UK
  • Middlesex University, School of Computing
  • MSc Interactive Multimedia (includes optional
    module in programming games for the Sony
    Playstation)
  • University of Sheffield, Dept. Computer Science
  • MEng Software Engineering (includes optional
    module on Computer Games Technology)
  • University of Teesside, School of Computing and
    Mathematics
  • MSc Virtual Reality (includes module on Games
    Programming)
  • Bournemouth University
  • PgDip / MA Computer Animation (Games) (includes
    modules in Games Principles Practice)

7
Comments
  • Perhaps we should be doing more.
  • Back to who is responsible?

8
Computer Science degrees at Sheffield
  • We make no claim to be solving this problem, but
    this is what we do

9
List of projects with Infogrames
  • 1998/99 14 Projects 1999/2000 14 2000/2001
    12
  • Sample topics
  • Collision detection DEMO
  • Terrain generation DEMO
  • Facial animation (muscles) DEMO
  • Game physics
  • Real-time nonphotorealistic rendering (with
    Particle Systems)
  • Rule-based generation of dungeons
  • Sound rendering
  • Speech-based computer games
  • Subdivision surfaces

10
Collision detection
  • Dan Hawson, Collision detection for human
    figures.
  • Now working for Infogrames.
  • Run demo
  • 18 segment character
  • 5 motion capture sequences
  • 18 hierarchy combinations involving OBBs, AABBs
    and cylinders

11
Collision detection
  • When caught in the rain without a mac
  • Walk as fast as the wind at your back

12
Terrain generation
  • Chris Hopkin, 3D terrain in computer games
  • Now working for Kazoo3D, Sheffield.

13
  • texture(water grass_hill)
  • base(100 150)

14
  • hill(60 60 p15 n7 p125 p0.0 p0.2)
  • hill(45 65 p10 n3 p95 p0.0 p0.2)

15
  • hill(40 60 p9 p0 p65 p0.0 p0.1)
  • hill(45 55 p5 p0 p40 p0.0 p0.1)

16
  • hill(50 40 p4 p5 p10 p0.0 p0.1)
  • hill(60 40 p5 p20 p0 p0.0 p0.1)
  • hill(50 40 p2 p55 p0 p0.0 p0.1)

17
  • hill(80 60 p1.0 p10 p17 p0 p0.25)
  • hill(60 40 p1.0 p50 p17 p0 p0.25)

18
  • texture(water grass_hill)
  • base(100 150)
  • hill(60 60 p15 n7 p125 p0.0 p0.2)
  • hill(45 65 p10 n3 p95 p0.0 p0.2)
  • hill(40 60 p9 p0 p65 p0.0 p0.1)
  • hill(45 55 p5 p0 p40 p0.0 p0.1)
  • hill(50 40 p4 p5 p10 p0.0 p0.1)
  • hill(60 40 p5 p20 p0 p0.0 p0.1)
  • hill(50 40 p2 p55 p0 p0.0 p0.1)
  • hill(80 60 p1.0 p10 p17 p0.0 p0.25)
  • hill(60 40 p1.0 p50 p17 p0.0 p0.25)
  • hill(55 60 p5.5 p65 p95 p0.0 p0.1)
  • hill(75 20 p0.75 p25 p132 p2.65 p0.2)

19
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22
Facial Animation
  • James Edge, Facial animation visual speech.
  • Now PhD at Sheffield in speech and facial
    animation.

23
Year 4 module Computer games technology
  • Introduction to modelling and representation The
    economics of polygon meshes Landscape
    specialisations
  • Subdivision surfaces
  • Managing complex scenes
  • Lighting in games Shadows Multi-pass rendering
  • Low level motion control Control by dynamics
    simulation
  • Collision detection
  • High level control by AI
  • Image-based rendering
  • Multi-player games
  • Guest lecturers Dr Ian Badcoe, Dr Derek Marriott

24
Games-related research at Sheffield
  • Biomechanics and kinematics in adapting motion
    capture data for use in computer games, Michael
    Meredith, 2000-2003, Infogrames-sponsored.
  • Speech and facial animation muscle-based
    control, James Edge, 2000-2003,
    Infogrames-sponsored.
  • Real-time talking heads for games, Shetal Mathur,
    2000-2003, Infogrames-sponsored.
  • Mesh simplification and remeshing with particular
    emphasis on progressive transmission of 3D
    content, Mark Eastlick, 2000-2003,
    Kazoo3D-sponsored.

25
Watt and Policarpo, 3D Computer GamesVolume I
Real-Time Rendering and Software Technology
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