Group Size: 2-3 people
Deliverables: Working “tech demo” (shown live, but submitted as video), short presentation and a 2-4 page report
Judged on: Technical quality, originality/creativity, amount of effort, delivery of demo and presentation, clarity and completeness of report
|01||Andri Már, Svanhvít, Hafdís Erla||Dexterous Grasping with Inverse Kinematics||Unity|
|02||Arnar Kári, Þorkell Viktor, Jörundur||Music Processing and Visualization||Ogre|
|03||Arnar Leifsson, Karl Ingi, Bragi||Real-Time Material Previewer for Ogre 3D||Ogre|
|04||Björn Ingi, Guðmundur||Herds of Animals Populating Little Planets||Unity|
|05||Daníel Þór, Geir Ingi||Modelling Weather and Time||Unity|
|06||Darri Steinn, Steve, Einar Örn||Procedural Generation of an Infinite Landscape||Unity|
|07||Eggert, Kristinn Heiðar||Perceptual System for Game AI Characters||Unity|
|08||Eiður Sveinn, Gunnar Páll||Chorded Input Management||Ogre|
|09||Einar Karl||Windows Presentation Foundation for Ogre 3D||Ogre|
|10||Guðni Fannar, Hrafn||Physics System||Unity|
|11||Jón Gísli, Kristófer||Navigation Mesh Generation||Ogre|
|12||Kjartan Valur, Sveinbjörn||Melting Effect||?|
|13||Lukas, Matteo||Sun and Planet Shading||WebGL|
The focus of the final project should be implementing a new feature for a game engine, using a low-level language such as C++ or Cg (for shaders). A good place to start would be with an Ogre3D project and extend that towards a more functional game engine. Some ideas include: On-line resource management (e.g. new types of resources, streaming resources), off-line resource managment (editors, tool chain), human-interface device management (e.g. supporting chords and taps for a fighting game), internationalization (being able to switch languages/cultures, support remote editing of content), incorporating a physics engine or making a simple one from scratch, rendering effects (using shading languages). These are only a few examples, feel free to suggest more and discuss with instructor.
About half-way through your group will meet the instructor for a quick status meeting. Bring questions and get feedback. (exact time to be determined)
All presentations take place Monday April 4th (14:00-16:00) in M124. Notice that we will most likely need to stay a bit longer than the regular class time. Let the instructor know if you cannot stay the whole time.
The total time you have is about 10 minutes. Aim for 4-6 minutes for slides and 4-6 minutes for demo and questions.
You should have a slide for: (1) Purpose/Motivation (what is your technology for); (2) Related/Existing Work (similar things that exist / what work did you build on); (3) Your Contribution/Exciting Technical Features/Solution.
The purpose of the slides is mainly to establish that you know why you are doing this, and that you know that others have tried before and that you have done something technologically interesting. The final report will go into more technical discussion, so you don't have to go into too much detail unless you would like to explain something in particular in some depth.
Use your time well. It is very important to plan/rehearse your demo. There is nothing worse than trying to figure out during your presentation what you would like to show us. That typically means you spend valuable time messing around with the interface and/or forget to show a couple of important things. Write down on a piece of paper a demo script and time it before you arrive, so that you know that you can get through it in the allotted time slot.
There are three things you need to hand in:
This project will be graded on:
This is a short but informative, report about the final project that should include:
Think of this as a poster submission to a conference.
The paper should be written in a 9 or 10 point justified serif (Times or Times Roman) font in two columns per page, with a single line space. It should be 2-4 pages long.
Other than that, follow the guidelines for a technical paper submission to the SIGGRAPH conference as much as you can (don't worry too much about the details, just get a feeling for the overall structure and look):