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, steering behaviors, 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 Computational/Artificial Intelligence 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, 3rd edition, 2012 (εναλλακτικά 2nd edition)
Physically based modeling, SIGGRAPH 2001 Course Notes (http://www.pixar.com/companyinfo/research/pbm2001/)
Ian Millington, John Funge, Artificial Intelligence for Games 3rd Edition , CRC Press, 2019 (εναλλακτικά 2nd edition)
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, CRC press, 2nd edition, 2006
I. Kerlow, The Art of 3D Computer Animation and Effects, 4th Ed., J Wiley and Sons, 2009.