Masterpraktikum Games Engineering - Winter 15: Difference between revisions

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{{Lecture
{{Lecture
| term = Summer 14
| term = Winter 15
| lecturer = [[Valeriy_Khakhutskyy,_M.Sc.|Valeriy Khakhutskyy]], [[Moritz_August,_M.Sc.|Moritz August]], [[Kilian Röhner]] erreichbar per mailto:datamining@mailsccs.in.tum.de
| lecturer = [[Moritz_August,_M.Sc.|Moritz August]]
| timeplace = Vorbesprechung: 22. Januar 2015, 15:00 Uhr im MI 00.13.009A
| timeplace = Mondays 10:00-12:00 in MI 02.07.023, starting October 19.
: Kickoff: 13. April 2015 um 15:00 Uhr im Raum MI 02.07.023
| credits = 6 SWS / 10 Credits
: Workshop zum wissenschaftlichen Arbeiten: 14. April 2015 um 15:00 Uhr im Raum MI 02.07.023
| tutorials = [[Moritz_August, M.Sc.|Moritz August]]
: Vortragstermine (im Block): 10.6 bis 12.6 zwischen 9 Uhr und 17 Uhr im [https://portal.mytum.de/displayRoomMap?roomid=003@5530 IGSSE Seminarraum EG.003]
| exam = No Exam
| credits = 2 SWS / 4 Credits
| audience = Games Engineering Students (Master)
| audience = Informatik (Bachelor)
| tumonline =  
| tutorials = -
| exam = -
| tumonline = tba <!--https://campus.tum.de/tumonline/lv.detail?clvnr=950093523-->
}}
}}
<!--: Kickoff: 23. April, 17:00 Uhr s.t. im Raum 02.07.023 [http://www5.in.tum.de/lehre/seminare/datamining/ss14/ausarbeitungen/kick-off.pdf folien]
: Workshop zum wissenschaftlichen Arbeiten: 28. April, 16:00 Uhr bis 18:00 Uhr im Raum 02.07.023 [http://www5.in.tum.de/lehre/seminare/datamining/ss14/ausarbeitungen/workshop-bib.pdf folien]
: '''Mi, 4. Juni, Do, 5. Juni und Fr, 6. Juni (Zeiten sieh unten), im Raum 003, [https://portal.mytum.de/displayRoomMap?@5530 IGSSE-Seminarraum/Foyer(5530.EG.003)]'''
-->
<!--= Ausarbeitungen =-->
= News =
* Die Folien zur Literaturrecherche sind [http://www5.in.tum.de/lehre/seminare/datamining/ss15/literaturrecherche.pdf hier] hochgeladen.
* Die Folien zur Kickoff-Vorlesung sind [http://www5.in.tum.de/lehre/seminare/datamining/ss15/kick-off.pdf hier] einzusehen.
* Die Liste der zugeteilten Themen kann [http://www5.in.tum.de/lehre/seminare/datamining/ss15/participants.pdf hier] eingesehen werden!
* Die Folien der Vorbesprechung sind [http://www5.in.tum.de/lehre/seminare/datamining/ss15/dm.pdf hier] zu finden!
= Anmeldung =
Anmeldefristen sind abgelaufen. Die Studenten werden über das Ergebnis vom Matching Prozess per Email benachrichtigt.
<!--
Die Anmeldung erfolgt in zwei Schritten:
# Bis 3. Februar melden Sie sich bei Betreuern über [http://www5.in.tum.de/lehre/seminare/datamining/ss15/anmeldung.html das Formular] vorab.
# Zwischen 30. Januar und 3. Februar melden Sie sich im [http://www.in.tum.de/en/current-students/modules-and-courses/practical-courses-and-seminar-courses.html Matching System] an.
Die Studenten werden am 11. Februar über die Ergebnisse der Zuteilung informiert.
-->


= Inhalt =  
= Inhalt =  
Modeling and Simulation are two components which are closely related to numerical simulations.
Modeling and Simulation are two components which are closely related to <b>numerical simulations</b>. While accurate modeling is required for an appropriate representation of the reality being described, simulation utilizes the developed models to allow predictions as it is the case for weather forecasting, to give a deeper understanding of the combustion process in engines or to simulate circumstances which cannot be tested in reality, e.g. dark holes. Likewise, the realistic simulation of physical processes has become an increasingly important part of modern <b>game engines</b> like the CryEngine used for the <b>Crysis</b>-games or the Red Engine that powers <b>The Witcher 3</b>.  
  While accurate modeling is required for an appropriate representation of the reality being described, simulation utilizes the developed models to allow predictions as it is the case for weather forecasting, to give a deeper understanding of the combustion process in engines or to simulate circumstances which cannot be tested in reality, e.g. dark holes.
    
    
  The process of numerical simulation is highly interdisciplinary, since it is necessary to find a mathematical model of the actual real-life system, to discretize this model, to run it on a computer, and then to transfer the results back to the real life.
The process of numerical simulation is highly interdisciplinary, since it is necessary to find a mathematical model of the actual real-life system, to discretize this model, to run it on a computer, and then to transfer the results back to, e.g. let trees realistically move in a storm or waves break at a cliff. Thus, the intention of this course is to bring students of <b>Games Engineering</b> together to catch a glimpse of a fascinating and interdisciplinary field and to enable them to use relevant techniques for their next awesome game.
  Thus, the intention of this course is to bring students together from different scientific fields such as mathematics, computer science, physics, chemistry and engineering&mdash;and of course, in particular from computational or simulation technology programs.
 
  So you should be willing to cooperate with people from other fields of  research, to discuss their ideas and to present a topic from your field in a talk by your own.
You should be willing to extend your knowledge to certain techniques probably not commonly taught in Games Engineering and be interested in using those methods to create new gaming experiences.
  Following the success of the last three years, we will again reduce the individual presentations and work on a project in the seminar which consists of implementing the presented ideas.
To facilitate the learning-process, the chair will provide a supervisor for every relevant aspect of the lab's project.
  he idea for the project of this year is the development of an <b>interactive fluid-structure-interaction game</b> (but there is flexibility to adapt to the background and preferences of the participants):
The idea for the project is the development of an <b>interactive fluid-structure-interaction game</b> (but there is flexibility to adapt to your own ideas):
    
    
  The drawings of the player are analyzed online and lead to an interactive modification of a fluid simulation.
The drawings of the player are analyzed online and lead to an interactive modification of a fluid simulation.
  Rigid bodies are influenced by the fluid simulation and have to move to a particular goal to get more points.
Rigid bodies are influenced by the fluid simulation and have to move to a particular goal to get more points.
  It's the players task to modify the fluid simulation in such a way (e.g. by inserting new static boundaries), that as many rigid bodies as possible are moved to the goal.
It's the players task to modify the fluid simulation in such a way (e.g. by inserting new static boundaries), that as many rigid bodies as possible are moved to the goal.


  As in the last years the course language is something similar to English  &ndash; so don't worry if your English is not perfect, you won't be  alone!
The lab will be held in English and a skeleton-code will be provided to allow you to focus on the most interesting and creative aspects of the project.
  The course is open for early Bachelor's up to advanced Master's students.

Latest revision as of 11:08, 2 September 2015

Term
Winter 15
Lecturer
Moritz August
Time and Place
Mondays 10:00-12:00 in MI 02.07.023, starting October 19.
Audience
Games Engineering Students (Master)
Tutorials
Moritz August
Exam
No Exam
Semesterwochenstunden / ECTS Credits
6 SWS / 10 Credits
TUMonline



Inhalt

Modeling and Simulation are two components which are closely related to numerical simulations. While accurate modeling is required for an appropriate representation of the reality being described, simulation utilizes the developed models to allow predictions as it is the case for weather forecasting, to give a deeper understanding of the combustion process in engines or to simulate circumstances which cannot be tested in reality, e.g. dark holes. Likewise, the realistic simulation of physical processes has become an increasingly important part of modern game engines like the CryEngine used for the Crysis-games or the Red Engine that powers The Witcher 3.

The process of numerical simulation is highly interdisciplinary, since it is necessary to find a mathematical model of the actual real-life system, to discretize this model, to run it on a computer, and then to transfer the results back to, e.g. let trees realistically move in a storm or waves break at a cliff. Thus, the intention of this course is to bring students of Games Engineering together to catch a glimpse of a fascinating and interdisciplinary field and to enable them to use relevant techniques for their next awesome game.

You should be willing to extend your knowledge to certain techniques probably not commonly taught in Games Engineering and be interested in using those methods to create new gaming experiences. To facilitate the learning-process, the chair will provide a supervisor for every relevant aspect of the lab's project. The idea for the project is the development of an interactive fluid-structure-interaction game (but there is flexibility to adapt to your own ideas):

The drawings of the player are analyzed online and lead to an interactive modification of a fluid simulation. Rigid bodies are influenced by the fluid simulation and have to move to a particular goal to get more points. It's the players task to modify the fluid simulation in such a way (e.g. by inserting new static boundaries), that as many rigid bodies as possible are moved to the goal.

The lab will be held in English and a skeleton-code will be provided to allow you to focus on the most interesting and creative aspects of the project.