a) Knowledge: Familiarization with computer animation principles and algorithms used in games and other applications, such as physics - based animation, collision detection and response, keyframe animation, forward kinematics. Familiarization with computational/ artificial intelligence (CI/AI) algorithms used in games, such as decision making algorithms, pathfinding/pathplanning, procedural content generation. Exposure to animation, games and game AI/CI programming & development using OpenGL, Unity Unreal Engine.
b) Skills: Acquisition of skills in the use, programming and development of animation and game CI/AI algorithms as well in game programming. Promoting analytic and programming skills.
Course Content (Syllabus)
Animation principles, games genres, historical overview (graphics, games, animation). Dynamics / physics - based animation : particle systems, rigid body dynamics. Collision detection and response. Keyframe animation. Parametric curves, arc - length parameterization, speed control. Forward kinematics, animation of articulated structures. Computational / artificial intelligence (CI/AI) in games. Game engines and interfacing with game CI/AI. Movement in games - steering behaviors. Pathfinding/ pathplanning in games (breadth first, navigation meshes ,A*). Decision making and behaviour modelling in games (behavior trees, decision trees, finite state machines, reinforcement learning, supervised learning,..). Procedural content generation (terrain, mazes/platforms, texture, plot,.. ) in games(search-based approaches, machine learning- based, fractal/noise-based, grammar based, map/dungeon construction).
Course Bibliography (Eudoxus)
Rick Parent, Computer animation: algorithms & techniques, Morgan Kaufmann, 2002 (ή νεώτερη)
Physically based modeling, SIGGRAPH 2001 Course Notes (http://www.pixar.com/companyinfo/research/pbm2001/)
Ian Millington, John Funge, Artificial Intelligence for Games 2nd Edition, CRC Press, 2009
Yannakakis, Georgios, Julian Togelius. Artificial Intelligence and Games, Springer, 2018.
Noor Shaker, Julian Togelius, and Mark J. Nelson (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer.
Additional bibliography for study
Interactive Computer Graphics - A Top Down Approach with Shader-Based OpenGL, E. Angel, D. Shreiner, 6th Edition
A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1+2, Addison Wesley, 2003
Mat Buckland, Programming Game AI by Example, Jones & Bartlett Learning; 1st edition,2010.
Α. Watt, M. Watt, Advanced animation and rendering techniques, Addison Wesley, 1992
K. Erleben, J. Sporring, K. Henriksen, H. Dohlmann, Physics-based Animation, Charles River Media, 2005
D. Eberly, 3D Game Engine Design, Morgan Kaufmann, 2001
I. Kerlow, The Art of 3D Computer Animation and Effects, 4th Ed., J Wiley and Sons, 2009.