Conference Themes
The
conference will cover two core tracks and a number of peripheral
tracks
ARTIFICIAL INTELLIGENCE
Designing
(Extensible) AI Engines with Built-in Machine Learning
Technologies, Using Adaptive Markov Models, Using Decision Trees,
Production Rules and Learning , Using Fuzzy Logic for membership
functions and inference procedures , Using Rule Based AI or a
Finite State Machine (FSM) , Using Fuzzy State Machines (FuSM) or
Cascaded FuSMs , Using Artificial Life and layered AI Techniques ,
Level-of-Detail AI , Using scripting languages to govern NPC Bots,
synthetic characters, or believable agents , Controlling simulated
characters (Group Behaviour control) using f.ex. flocking
algorithms based on extensible scripting systems , Cognitive
Modeling: (combining geometric models and inverse kinematics to
simplify key-framing. physical models for animating particles.
Bio-mechanical modeling, behavioral modeling), Domain knowledge
specification and character instruction, Creating AI Networks
using supervised learning and genetic algorithms, and pathfinding,
Using Databases using the winnowing algorithm , Using Multi-user
Data Management. Submit your proposal
here.
PHYSICS AND SIMULATION
Collision
detection, contact resolution and manifold generation (methods
Lin-Canny, OBB Trees, I-Collide and Ray Tracing) ; Calculation
optimization between objects ; The closest point algorithm by
Gilbert Johnson and Keerthi (GJK) between convex and union-of
convex objects ; Contact equation formulation (point-plane,
edge-edge and sphere-plane) ; LCP (Linear Complementary problems)
Based contact resolution ; Iterative constraints and penalty
methods for contact resolution ,Micro-Collisions. Submit
your proposal here.
3-D Scalability
MRM
(Multi-Resolution Mesh) Technology and the Messiah and Lith Tech Engines ;
Scalable level of detail-oriented rendering ; Methods for scaling animation
quality ; Scaling animation quality, new animation steps, on interpolated
key-frame animation or key-frame morphing ; Bump mapping: emboss-dot product
and environment mapped bump map (EMBM). Submit
your proposal here.
Facial Animation
Facial
animation for Real-Time, Model Behaviour of 3D Modeling; Modelling
the bone structure of faces.
Submit
your proposal here.
Skeletal Animation and
Fully-Scaled Rendering
Physical
Simulation, 3D Character Animation and physical controllers ;
Simulation performance ; Rigid body physical animation and rigid
body dynamics ; Polygon Character Design and level of Detail under
Technical Constraints ; Particle systems, full polygonal models or
sprites ; Smooth rendered skins, soft skinning, head animations
and full body animation (Skin, extrude and boolean, Design,
composition and anatomy) ; Skeletal, skinning, single skin meshes
; Creating Character Animation Assets ; Real-Time motion
Synthesis, Kinematics and Dynamics, Animating the real-time run
cycle ; T-Buffers and motion blur ; Motion Capture Techniques.
Submit
your proposal here.
3-D In-Game Animation
Creating
and scaling special effects in Real-Time 3D: environmental weapon
effects and general pyrotechnics, software used to produce single
frame and animated textures, booth looping and linear, and the
pivotal role of alpha channels. Modeling an animation of the
geometry needed and the system used to encode additional
engine-specific timing and trigger data into the files. The use of
the engine particle system and scripting capabilities, Weighted
vertices, Streaming SIMD Extension Overview (floating point
instruction) ;Pre-rendered cinematics ; Scaling of special effects
and texture tricks: particle systems for generating smoke and
fire, texture tricks, for volumes, lens flares and onscreen
pyrotechnics, Animation Blending.
Submit
your proposal here.
Tools
Silicon
Graphics (MAYA, as a game prototyping environment), 3D Programming
for Rage Programmable Shaders (Renderman), 3D Studio Max.
Submit
your proposal here.
Design
Game
Engine Design and game environment creation ; Using rapid
prototyping (NEMO-DEV) and generic technology (generic world
building engine), portable code ; Using Math for Game programming
by solving simultaneous Equations ; Using Modularity and isolation
abstraction, data hiding, functional independence, cohesion and
coupling ; Using Java as an embedded Game scripting engine ;
Procedural content placement, level design, enemy and entity
placement ; Using Databases in online Games ; Programming in
Linux, C++ and Visual Basic ; Programming Web Games in Java
Scalable 3D games ; Creating large 3D worlds ; Creating
Multiplayer online Games ; Techniques for scaling game content,
and approaches to scaling game content ; C++ optimization Strategies and
Techniques ; 3D Engine optimization; Optimizing games for the MIPS
RISC Architecture ; Game design: User set set according to hard
limits, pre-runtime profiling and runtime profiling History of
Game Design. Submit
your proposal here.
Rendering
Rendering
Equations and architectures; Image Based Rendering (polygon counts
(throughput) and overdraw (filtrate); Photorealistic rendering
using Open GL and Direct 3D ; Multi texture tricks like gloss
mapping, dynamic environment mapping, detail texturing and bump
mapping Spatial aliasing and Anti-aliasing and accumulation
buffers ; Setup, Rendering and Transforms ; Full floating point
setup ; Perspective-corrected texture mapping, multiple filtering
modes, sophisticated texture blending for special effects and
effective looking transparency ; Classical local illumination
equations and colour theory; Creating Reflections and shadows with
stencil buffers and Z-Buffers ; Light
maps and changing texture coordinates, shadow maps, projected
shadow maps ; Methods for scaling lighting and shadows, lighting
calculations ; Equation on a per pixel basis, pixel path and voxel
animation ; Procedural Texture Methods and Theory and Real-Time ;
Procedural Texture Implementation ; Parametric Surfaces, Deforming
surfaces, Curved surfaces and tri-linear flip-flopping Using NURBS
(non-uniform rational B-splines) and other parametric surfaces for
representing 3D Geometry ; Matrix Manipulations ; Methods for
scaling geometry using parametric curves and surfaces in relation
to polygonal models ; Progressive meshes and subdivision surfaces.
Submit
your proposal here.
Voice Interaction
Using
Intelligent Speech Synthesis Algorithms, Speech Processing, Voice
Interaction, Speech Synthesizer; Interaction with AI-NPC's,
Voice-Over Net Technology (one to one, and one to many).
Submit
your proposal here.
Cognitive Psychology
applied
to games, based on player to game interactions and biometric data
analysis.
Submit
your proposal here.
Artistic Input
Artistic input to
game and character design.
Submit
your proposal here.
Storytelling
Storytelling and
Natural Language Processing.
Submit
your proposal here.
Applications
Wargaming
methodology and techniques applied to strategic game design using
Campaign managers, character generators, terrain generators.
Multiplayer wargaming and Web Wargaming
Aerospace
Simulations, Board Games etc...
Games
for training.
Games
Console Design.
Submit
your proposal here.
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