Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to 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 matrices, bases and curves, building on that to cover rotations, and then sparse basis projections using Orthogonal Matching Pursuit. The use of dual numbers and quaternions will be presented and the tutorial will finish up with in-depth talks on various computational geometry topics.
10-10:05am - Welcoming Remarks
10:05-10:35am - Interpolation and Splines - Squirrel Eiserloh (The Guildhall at SMU)
10:35-11:10am - Matrix Transformations - Squirrel Eiserloh (The Guildhall at SMU)
11:10am-12pm - Understanding Quaternions - Jim Van Verth (Google)
12-1:30pm - Lunch
1:30-2:30pm - Dual Numbers - Gino van den Bergen (Dtecta)
2:30-3:30pm - Orthogonal Matching Pursuit and K-SVD for Sparse Encoding - Robin Green (Microsoft) and Manny Ko (Imaginations Technologies)
3:30-4:30pm - Computational Geometry - Graham Rhodes (Applied Research Associates Inc.)
4:30-4:40pm - Coffee Break
4:50-5:50pm - Interaction with 3D Geometry - Stan Melax (Intel)
5:55-6pm - Closing Remarks