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Discussion of course policies and plan
Overview of the course and Introduction to Games
Graphics Pipeline Overview
Graphics Pipeline, OpenGL, Event-Driven Computing, GLUT, Viewing in 3D
Game Architecture
Game Design, Game Architecture, Scene Graphs
Viewing, Illumination, and Textures
Viewing in 3D, Illumination Models, Textures
Graphics Architectures
History, recent advances, parallelism in the context of GPUs
Modeling for Games
Implicit, Parametric, and Lighting for Games
Modeling for Games
Level of Details for Meshes
Modeling and Animation
Animation basics, Skin vs bones, binding, blending
Game Physics
Basics, Kinematics for particles and rigid bodies, Springs
Game Physics
kinetics and integration
Game AI
basics, agents, rule-based approaches, FSMs
AI-based Planning
motion planning, configuration spaces, waypoints, path planning algorithms, navigation interfaces
AI-based Planning
dynamic planning, potential fields, flocking, particle systems
Psychology of Game Design
Jesse Schnell Video on New Directions in Game Design
Spherical Harmonic Lighting
basis functions, spherical harmonics, pre-computed lighting
Networking and Multiplayer Games
multiplayer games, online games, distributed virtual worlds
Sound in Games
human hearing, audio design, aural pipeline
Storytelling in Games
stories in games, three-act structure, the monomyth, integrating storytelling with games
Realism and Believability in Games
modeling fidelity vs animation fidelity, uncanny valley, geometry and motion capture
Displays
CRT, LCD, DMD, OLED, E-Ink, Pico Projectors, Stereo Displays
Procedural Modeling in Games
motivation, procedural content, rendering, synthesis
Interaction
history of interaction devices, tracking solutions, Natal
Game Development and Production
eary development, preproduction, production, problems
Course Wrap-up and Review
Project Presentations and Demos
Final Exam 1:30pm - 3:30pm