As the computational power of game platforms rapidly increases, software for interactive
entertainment becomes more complex.
Once, there was a huge gulf between high-end graphics and game content. Now, they are moving toward convergence. This course attempted to build a bridge between computer graphics researchers and the game development research community. It showcased cutting-edge game technology and demonstrated that
interactive entertainment is an exciting and important application for future research by
the SIGGRAPH community.
Prerequisites
Basic understanding of the principles of computer graphics and animation. Some knowledge of vector and matrix arithmetic, geometric modeling, shading, and dynamic simulation.
Topics
Terrain modeling and rendering, progressive meshes, rigid body dynamics, simulation of cloth, intelligent characters, and steering behavior for characters.
Organizers
Craig Reynolds
Sony Computer Entertainment America
Chris Hecker
definition six, inc.
Lecturers
Jonathan Blow
Bolt Action Software
John Funge
Sony Computer Entertainment America
Robin Green
Bullfrog Productions Ltd.
Chris Hecker
definition six, inc.
Robert Huebner
Nihilistic Software, Inc.