GENERAL
Aim
Topics
Keynotes
Committee
PROGRAMME
CORE
AI
Physics & Simulation
PERIPHERAL
All Programming
3D-Scalability
Facial Animation
Skeletal Animation
3DIn Game Animation
Tools
Design
Rendering
Voice Interaction
CORPORATE
Tutorials
Aren't we Great
EUROPEAN PROJECTS
PRELIMINARY PROGRAMME
DEADLINES & REQUIREMENTS
AWARDS
SPOSPSPONSORSHIPS
EXHIBIT INFORMATION
VENUE
ACCOMMODATION
REGISTRATION FORM
Fax Registration Form
Electronic Registration Form
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SCIENTIFIC PROGRAMMECORE
AI
Designing (Extensible) AI Engines with Built-in Machine Learning
Technologies
Using Adaptive Markov Models
Using Decision Trees, Production Rules and Learning
Using Fuzzy Logic for membership functions and inference procedures
Using Rule Based AI or a Finite State Machine (FSM)
Using Fuzzy State Machines (FuSM) or Cascaded FuSMs
Using scripting languages to govern NPC Bots, synthetic
characters, or believable agents
Controlling simulated characters (Group Behaviour control) using f.ex. flocking algorithms
based on extensible scripting systems
Cognitive Modeling: (combining geometric models and inverse
kinematics to simplify key-framing. physical models for animating particles.
Bio-mechanical modeling, behavioral modeling)
Domain knowledge specification and character instruction
Creating AI Networks using supervised learning and genetic
algorithms, and pathfinding
Using Databases using the winnowing algorithm
Using Multi-user Data Management
Physics and Simulation
Collision detection, contact resolution and manifold generation
(methods Lin-Canny, OBB Trees and I-Collide)
Calculation optimization between objects
The closest point algorithm by Gilbert Johnson and Keerthi (GJK) between convex and
union-of convex objects
Contact equation formulation (point-plane, edge-edge and sphere-plane)
LCP (Linear Complementary problems) Based contact resolution
Iterative constraints and penalty methods for contact resolution
Micro-Collisions
PERIPHERAL
All programming
3-D Scalability
MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith
Tech Engines
Scalable level of detail-oriented rendering
Methods for scaling animation quality
Scaling animation quality, new animation steps, on interpolated key-frame animation or
key-frame morphing
Bump mapping: emboss-dot product and environment mapped bump map (EMBM).
Facial Animation
Facial animation for Real-Time, Model Behaviour of 3D Modeling
Modelling the bone structure of faces
Skeletal animation and fully scaled rendering
Physical Simulation, 3D Character Animation and physical
controllers
Simulation performance
Rigid body physical animation and rigid body dynamics
Polygon Character Design and level of Detail under Technical Constraints
Particle systems, full polygonal models or sprites
Smooth rendered skins, soft skinning, head animations and full body animation (Skin,
extrude and boolean, Design, composition and anatomy)
Skeletal, skinning, single skin meshes
Creating Character Animation Assets
Real-Time motion Synthesis, Kinematics and Dynamics, Animating the real-time run cycle
T-Buffers and motion blur
Motion Capture Techniques
3D in Game Animation
Creating and scaling special effects in Real-Time 3D:
environmental weapon effects and general pyrotechnics, software used to produce single
frame and animated textures, booth looping and linear, and the pivotal role of alpha
channels. Modeling an animation of the geometry needed and the system used to encode
additional engine-specific timing and trigger data into the files. The use of the engine
particle system and scripting capabilities
Weighted vertices, Streaming SIMD Extension Overview (floating point instruction)
Pre-rendered cinematics
Scaling of special effects and texture tricks: particle systems for generating smoke and
fire, texture tricks, for volumes, lens flares and onscreen pyrotechnics.
Tools
Silicon Graphics (MAYA, as a game prototyping environment)
3D Programming for Rage
Programmable Shaders (Renderman)
Design
Game Engine Design and game environment creation
Using rapid prototyping (NEMO-DEV) and generic technology (generic world building engine),
portable code
Using Math for Game programming by solving simultaneous Equations
Using Modularity and isolation abstraction, data hiding, functional independence, cohesion
and coupling
Using Java as an embedded Game scripting engine
Procedural content placement, level design, enemy and entity placement
Using Databases in online Games
Programming in Linux, C++ and Visual Basic
Programming Web Games in Java
Scalable 3D games
Creating large 3D worlds
Creating Multiplayer online Games
Techniques for scaling game content, and approaches to scaling game content
C++ optimization Strategies and Techniques
3D Engine optimization
Optimizing games for the MIPS RISC Architecture
Game design: User set set according to hard limits, pre-runtime profiling and runtime
profiling
Rendering
Rendering Equations and architectures
Image Based Rendering (polygon counts (throughput) and overdraw (filtrate)
Photorealistic rendering using Open GL and Direct 3D
Multi texture tricks like gloss mapping, dynamic environment mapping, detail texturing and
bump mapping
Spatial aliasing and Anti-aliasing and accumulation buffers
Setup, Rendering and Transforms
Full floating point setup
Perspective-corrected texture mapping, multiple filtering modes, sophisticated texture
blending for special effects and effective looking transparency
Classical local illumination equations and colour theory
Creating Reflections and shadows with stencil buffers and Z-Buffers
Light maps and changing texture coordinates, shadow maps, projected shadow maps
Methods for scaling lighting and shadows, lighting calculations
Equation on a per pixel basis, pixel path and voxel animation
Procedural Texture Methods and Theory and Real-Time Procedural Texture Implementation
Parametric Surfaces, Deforming surfaces, Curved surfaces and tri-linear flip-flopping
Using NURBS (non-uniform rational B-splines) and other parametric surfaces for
representing 3D Geometry
Matrix Manipulations
Methods for scaling geometry using parametric curves and surfaces in relation to polygonal
models
Progressive meshes and subdivision surfaces
Voice Interaction
Using Intelligent Speech Synthesis Algorithms, Speech Processing,
Voice Interaction, Speech Synthesizer Interaction with AI-NPC's, Voice-Over Net Technology
(one to one, and one to many)
CORPORATE
Tutorials
3D Studio Max
Cutting Edge Techniques for Modelling and Simulation
Game Development in C++, Visual Basic
Programming Games in Java
Puzzle Game Design
Softimage Game Development Tools, Techniques and Technology
Advanced Open GL Game Development
Community Design
Storyplaying
The art of testing games
Figure Drawing
"Aren't we great" presentations
EUROPEAN PROJECTS
1. fundamental work in games on mult-agent
co-operation/competition using either game theory or co-evolutionary means to evolve
strategy
2. plausibility and believability for VR/games agents - physical
(virtual stuntman) or social would be of interest
3. work on deception, motivation, ethics and belief systems for
agents for political/diplomacy type multiplayer games
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