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[courses.]
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my teaching in computer science is in the field of computer graphics:
shape modeling, rendering, physically-based animation, user interfaces,
video game design, and related programming paradigms, languages, APIs and
datastructures.
If you are interested, you can access some of my previous
game
programming
websites.
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[spring 2010.]
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CS 672
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Video Game Programming and Design
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This graduate seminar is all about experimental gameplay in video games. We will explore the concept of meaningful play and its relation to video game design through the creation of a few very focused game prototypes using a variety of game engines such as XNA, flixel and Unity 3D. This will allow us to build a better understanding of what makes games fun, and how interesting game mechanics and systems can be developed and iteratively improved by means of rapid prototyping and play-testing.
Video games encompass many fields of computer science, such as computer graphics, information visualization, human-computer interaction, artificial intelligence, software engineering and data structures, and are also very relevant to the perceptual and cognitive sciences. We will discuss how video games incorporate technologies and theories to form an interactive and unique medium in its own right.
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course website
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[fall 2009.]
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CS 428
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Introduction to Computer Graphics
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This course aims to provide a broad introduction to the field of Computer Graphics, and to describe the techniques that are commonly used in the graphics industry today (such as in production of special effects, computer animation, video games, and virtual reality).
This course is combination of algorithms, numerical methods, representations and models of the shape and appearance of real-world objects, and methods for their display and manipulation. It involves a lot of programming, and requires a certain degree of mathematical sophistication (in linear algebra, specifically). But it's also a lot of fun. No artistic skill is required, but it does come in handy.
An introduction to the field of computer graphics: displays, image formation, visual perception, images, transformations (viewing and projection), programmable pipelines (vertex and fragment programs), modeling (primitives, polygon meshes, smooth curves and surfaces, CSG, procedural models), animation (keyframing, procedural), rendering and realism (visibility, lighting, shading, shadows, texturing, ray tracing).
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course website
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CS 500: Light Seminar
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Computer Graphics: Modeling, Animation and Games
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The seminar/reading group is designed as our weekly lab meetings, where members will present and discuss their work. From time to time we might have visitors (invited talks), but in general this meeting is meant to help all members of the lab with their research.
Additionally, we will be reading and discussing papers from other labs, usually published at the annual SIGGRAPH venue. The readings can (and should) be suggested by participants, but they should also be somewhat related to our general topics of shape modeling, deformation, animation, and video game programming and design.
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course website
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Rutgers University Afternoon Workshop
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Everything You Always Wanted to Know About Video Game Design
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In this workshop, we will explore the concept of meaningful play and its
relation to video game design through a number of practical examples.
This will allow us to build a better understanding of what makes games
fun, and how interesting game mechanics and systems can be developed
and iteratively improved by means of rapid prototyping and playtesting.
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workshop slides
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[spring 2009.]
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CS 195: Honors Seminar in Computer Science
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Video Game Design
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Experimental gameplay in video games has experienced a renaissance in
the past few years. In this course, we will explore the concept of
meaningful play and its relation to video game design through essays,
talks and game design vocabularies, as well as a number of practical
examples. Taken as a whole, these pieces will allow us to build a
better understanding of what makes games fun, and how interesting game
mechanics and systems can be developed and iteratively improved by
means of rapid prototyping and playtesting. From a technical point of
view, video games encompass many fields of computer science, such as
computer graphics, information visualization, human-computer
interaction, artificial intelligence, software engineering and data
structures. And even though this course is not primarily about these
technical details, we will discuss how video games incorporate these
technologies to form an interactive and unique medium in its own right.
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course website
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CS 523: Computer Graphics
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Shape Modeling
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Digital 3D content creation is in high demand in the film and gaming
industries, product design and manufacturing, architecture, surgical
simulation and planning, medical prosthesis design and more, and it is
backed up by affordable 3D acquisition technologies. Yet, shape
modeling tasks, such as creation, editing, deformation and animation,
remain extremely laborious, requiring artistic skills and high
technical expertise. This course will survey state-of-the-art shape
modeling research that aims at broadening our knowledge and
understanding of shapes to create better digital modeling tools, and
explores ways to communicate the human intentions of shape manipulation
to the computer in a natural and effective manner. The course will begin
by covering some introductory
topics in geometric modeling, with an emphasis on discrete geometry
processing: digital shape representations and related data structures,
shape acquisition and reconstruction, smoothing and denoising,
parameterization, remeshing. The course will then concentrate on recent
shape creation and manipulation research, touching on variational
modeling techniques, space deformations, sketch-based modeling
interfaces, shape interpolation and skeleton-skin animation of
articulated bodies. The necessary mathematical tools will be presented
along the way (these include topics in linear algebra, differential
geometry and optimization).
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course website
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Rutgers University Afternoon Workshop
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Everything You Always Wanted to Know About Video Game Design
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In this workshop, we will explore the concept of meaningful play and its
relation to video game design through a number of practical examples.
This will allow us to build a better understanding of what makes games
fun, and how interesting game mechanics and systems can be developed
and iteratively improved by means of rapid prototyping and playtesting.
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workshop slides
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