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Course Criteria
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3.00 Credits
Prerequisite(s): Entrance into the Master of Science in Computer Science program In this class, students will be introduced to the basic techniques used in ray tracing, including intersections calculations, illumination models, and anti-aliasing. The underlying physical and mathematical underpinnings will also be discussed, as well as the practical aspects of how to implement a ray tracer.
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3.00 Credits
Prerequisite(s): None This course focuses on object-oriented design and programming using the C++ programming language. It is targeted at the graduate student that is already fluent in one or more programming languages. Among the language-specific topics included are pointers, pointer arithmetic, dynamic memory management, namespaces, scope, operator overloading, generic programming (templates), the Standard Template Library, and standard compliance. Object-oriented topics will cover analysis and design considerations. Students considering this course need to have programming fluency in another imperative language, preferably with some basic knowledge of C++. After successfully completing this course, students should have a much deeper understanding of the subtleties and complexities of using object-oriented facilities of the C++ programming language, the standard programming language used in the game industry today.
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3.00 Credits
Prerequisite(s): B.S. in Computer Science or related field of study or Permission of instructor This course presents techniques in real-time interactive simulation and video game implementations. It introduces the 2D and 3D game engine architecture, including game and system components separation, game flow, game state manager, handling input/output, and the frame rate controller. The class introduces students to the game development environment, such as Windows programming SDK and graphics library DirectX API. It also covers commonly practiced techniques such as space partitioning, AI techniques, particle systems, and collision algorithms. Several physics techniques will be discussed and implemented (such as jump and reflection) in addition to behavior algorithms (such as state machines). Different game genres will be explained, including Asteroids ( 2D), Platform ( 2D), Brix (2D), and Pong ( 3D). Students will learn how to implement and expend collision, matrix, and vector libraries, according to the specific requirements for different games.
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3.00 Credits
Prerequisite(s): CS 529 & CS 541 A game engine is a complex framework or library that provides vital functionalities to any video game independent of the game content or genre. A well-designed game engine must at least provide the following functionalities: data management, rendering, networking, dynamics, input controllers, audio, editing tools, modeling tools, and a high-level application programming interface (API) for the entire framework that hides the low-level details of graphics, networking, and audio programming. Thus, a game engine is a complex library consisting of various components that must all be efficiently integrated into a single framework using the principles of object-oriented design. In this course, students will study the computer graphics, mathematics, data structures, and algorithms required to design and architect a game engine that can handle complex graphics applications that handle three-dimensional data such as games and computer-aided design.
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3.00 Credits
Prerequisite(s): CS 241 & MAT 250 In this course, students will study algorithms and techniques that are designed to improve efficiency and increase the realism of 3D graphics. Two main subjects will be discussed: techniques that add details on object surfaces, including lighting and shading models, texture mapping, bump mapping, environmental mapping and shadow algorithms; and algorithms that eliminate invisible polygons/objects from being further processed by the graphics pipeline, including BSPTree, occlusion, portal, and others.
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3.00 Credits
Prerequisite(s): CS 530, CS 541, & MAT 300/500 3D animation and modeling play significant roles in computer simulation and video game software. Game developers need to have a comprehensive understanding of these techniques. This course introduces algorithms for specifying and generating motion for graphical objects. It addresses practical issues, surveys accessible techniques, and provides straightforward implementations for controlling 3D moving entities with different characteristics. The class covers two broad categories. Students will first learn an interpolation- based technique, which allows programmers to fill in the details of the motion or shape once the animator specifies certain basic information, such as key frames, paths, coordinate grids, or destination geometry. Then they will learn a behavior-based technique, which generates motion that satisfies a set of rules, such as kinematics, physics, or other constraints.
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3.00 Credits
Prerequisite(s): CS 460 or CS 560 This course is the continuation of CS 460/560. It introduces students to advanced animation and modeling algorithms and techniques in some special areas to increase the physical realism of dynamic objects in 3D graphical environments. The topics include group object (particles, fish, and birds) control, natural phenomena (water, snow, soil, smoke, and fire) simulation, plant (trees and grass) modeling, facial animation (expression and speech synchronization), and deformable object modeling.
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3.00 Credits
Prerequisite(s): CS 300 or CS 541 This course introduces students to data structures, algorithms, and techniques concerned with rendering images more accurately and efficiently in interactive computer simulations and video game software. Topics will include patch and surface algorithms, terrain rendering techniques, anti-aliasing theory and practice, advance lighting techniques, hard and soft shadow map methods, multi-pass rendering techniques, high-dynamic range (HDR) rendering, advanced shading and mapping, and real-time vertex/pixel shader programming essentials. Additionally, students will practice these subjects by working with the supporting OpenGL or DirectX libraries.
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3.00 Credits
Prerequisite(s): Senior or graduatelevel standing in Computer Science The course introduces students to computer imaging where image analysis and image processing are unified to provide a useful paradigm for both computer vision and image processing applications. Students will use C# to implement different algorithms introduced in the course. Upon completion of this course, students are expected to have gained a general understanding of the fundamentals of digital image processing and computer vision. They will also have achieved a familiarity with the current analytical tools that are used in computer imaging applications and the ability to design and develop basic algorithms to solve computerimaging problems.
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3.00 Credits
Prerequisite(s): CS 280 This course introduces students to a wide range of concepts and practical algorithms that are commonly used to solve video game AI problems. Case studies from real games will be used to illustrate the concepts. Students will have a chance to work with and implement core game AI algorithms. Topics covered include the game AI programmer mindset, AI architecture (state machines, rule-based systems, goal-based systems, trigger systems, smart terrain, scripting, message passing, and debugging AI), movement, pathfinding, emergent behavior, agent awareness, agent cooperation, terrain analysis, planning, and learning/adaptation.
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