Univ.-Prof. Dr. Helmut Hlavacs

University of Vienna >> Faculty of Computer Science >> Entertainment Computing

Wintersemester

  • Anwendungsfach Game Design: Render Engines (4VU)
  • Mathematische Grundlagen: Transfomationen, Projektionsmatrix, Quaternionen

    NEW Vulkan: Interface, programming, Vertex/Index Buffers, Render Pipeline, HLSL Shader Programming, Lights, Textures, Blending, Alpha Test, Stencil Buffer, Mirrors, Shadows, Meshes, Heightmaps, Terrain, Billboards, Particles, Sky, Normal Maps, Water, RTT, Contours, HDR.

    Ogre 3D: Scene Management, Manual Objects, Light, Texture, Material, Shadows, RTT, Particles, Terrain, Transparency.

  • Praktikum mit Bachelor-Arbeit, Praktikum 1/2 aus dem Masterstudium. Possible Topics for Bachelor and Mastertheses.
  • Gaming Technologies (4VU)
  • Game Physics: Mathematics, Newtonsche Mechanik (Kraft, Energie, Impuls), Gew. Differentialgleichungen, Contraints, Mass Aggregate Engines, Starrkoerper (Rotation, Drehmoment, Drehimpuls), Collision Detection

    Artificial Intelligence for Games: Movement (e.g., seek, wander, flee), Collision Avoidance, Steering Pipeline, Coordinated Movement, Pathfinding (A*, Voronoi), Decision Making (Decision Trees, State Machines, Behavior Trees, Goal Oriented Behavior)

Summersemester