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GAME-ON
2000


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



SCIENTIFIC PROGRAMME

CORE

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

 


Page created by Philippe Geril.  Last update 03-02-03.
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