Over the past ten years, the complexity of many games has increased and with that the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation and even some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings.
This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The day will focus on the issues of 3D game development important to programmers and includes programming guidance throughout. Topics begin with introductory talks on affine transformations, quaternion algebra, computational geometry and curves and interpolation, and conclude with more implementation-oriented talks on optimized data-oriented design for mathematical operations and how all these techniques can be used by gameplay programmers.
Agenda
9:30-10:00am- Coffee break
10:00-11:00am- Interpolation and Splines
Speaker: Squirrel Eiserloh
11:00am-12:00pm- Understanding Rotations
Speaker: Jim Van Verth
12:00-1:30pm- Lunch break
1:30-2:40pm- Dual Numbers
Speaker: Gino van den Bergen
2:40-3:40pm- Computational Geometry
Speaker: Graham Rhodes
3:40-4:00pm Math for Gameplay Programmers
Speaker: John O'Brien
4:00-4:30pm- Coffee break
4:30-5:00pm Math for Gameplay Programmers (cont'd)
Speaker: John O'Brien
5:00-6:00pm- Data Oriented Design for Math
Speaker: Mike Acton