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Writing up your Project

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... supervisor for him or her to look over a draft of your project, I'll typically ... The look. Looks pretty (or whatever effect you are after), aesthetics. Lights. ... – PowerPoint PPT presentation

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Title: Writing up your Project


1
Writing up your Project
  • Gareth Bellaby

2
Style, grammar and spelling
  • Take note of the feedback from the mini-paper.
  • Third-person.
  • Arrange with your supervisor for him or her to
    look over a draft of your project, I'll
    typically ask for a chapter to read.
  • Structure dealt with below. But note the need to
    signpost and cross-reference.
  • Get someone else to proof-read it. Why not swap
    your project with someone else and each
    proof-read the others' project.
  • Use Harvard notation for references and
    bibliography.

3
A technical project
  • Consider the technical basis of your work.
  • The project should include a general overview of
    3D implementation.
  • The maths of converting from model space to world
    space.
  • The maths of projecting the scene onto the
    screen.
  • The view frustum.
  • Vertex shaders.
  • Pixel shaders.
  • Do not re-use lecture diagrams.
  • Produce your own summary and your own diagrams.

4
What have you been doing?
  • Make is completely clear as to what you doing.
  • You are implementing a real-time, interactive
    program.
  • You are implementing 3D dynamic visuals.
  • You are implementing a time-constrained program
    which is required to be efficient.

5
Clear and explicit
  • The write-up should be explicit as to what your
    software is.
  • You also need to be explicit as to what you are
    bringing to the project
  • Architecture
  • Renderer
  • Real-time (the game loop)
  • Maths
  • 3D maths of vectors and matrices. Affine
    transformation. Translation and rotation maths.
  • Non-affine (projection matrices).
  • Quaternions

6
Clear and explicit
  • Timing.
  • Optimisation
  • Shaders and other advanced rendering techniques
  • More maths, e.g. physics, collision detection,
    line-of-sight, targeting, particle systems.
  • AI
  • Instancing
  • Messaging
  • Each of these would probably warrant a chapter in
    its own right.

7
Software Design
  • UML diagram classes and attributes, connections
    (inheritance, use, association).
  • Almost certainly you will have polymorphism. The
    UML diagram should reflect this.
  • Make sure you show me or Laurent the diagram!
  • Other possible design techniques you might bring
    in
  • FSM diagram (gameplay, AI)
  • Algorithm design

8
Interface
  • The 3D environment.
  • The control system.
  • The User Interface.
  • Cameras and perspective.
  • The maths of the camera positioning.

9
Pictorial Material
  • The project must include screenshots in the body
    of the work.
  • We expect to see diagrams, figures and pictures.
  • We actually expect to see lots of them!

10
Evaluation
  • Include an evaluation chapter.
  • Some examples of evaluation criteria
  • Visual appeal
  • Realism
  • Aesthetic appeal
  • Gameplay fun, appropriate.
  • Polish.
  • Speed, efficiency.
  • Architecture (e.g. Renderer could be used scenes,
    make this clear)
  • Interface ease/simplicity of use.

11
Testing
  • Formally run the program on different machines.
    Use a testing strategy. Provide bug reports.
  • Formal testing average frame time preferably
    with different features turned on and off. Report
    any issues.
  • Description of the scene elements
  • The look.
  • Looks pretty (or whatever effect you are after),
    aesthetics.
  • Lights.
  • Cameras, aesthetic reasons for why cameras are
    placed.
  • Composition.

12
Originality
  • Typically game project have a high degree of
    originality. It may well be the case that you
    working on a new technique which does not exist
    in any commercially released game. It is likely
    to be the case that your primary sources of
    information are NVidia whitepapers (for example).
    These are indicators of originality and
    cutting-edge techniques - so say this!

13
Bibliography
  • A good project has a sizeable bibliography.
  • Include lots of references.
  • There are academic works which deal with graphics
    and AI and you must therefore cite them!
  • For example, a discussion of the A algorithm
    should include a reference to the 1968 paper by
    Peter Hart, Nils Nilsson and Bertram Raphael.
  • A good sized number of references, say 20.

14
Artwork and other associated material
  • Talk about any associated files and materials.
  • You receive no marks for the production of
    artwork.
  • However, file conversation issues are certainly
    part of your project.
  • Configuration files.
  • Map files, or other data files.

15
Polish
  • The work should be polished.
  • Some of the write-up about polish turns up in
    design.
  • Some turns up at the end, possibly in a chapter
    on its own.
  • Could be combined with the evaluation section.

16
Source code
  • Source code should be placed on a CD.
  • The CD should be clearly marked and checked to
    ensure that it is not corrupt.
  • Clearly indicate which material is original and
    which you've used from course material or from
    elsewhere.
  • Include short snippets of code in the text only
    where relevant, e.g. optimisation or a particular
    implementation that you are proud of.

17
The software
  • Full specification as to how to run the software.
  • Controls within the software
  • Starting the software
  • Full specification of the environment, dlls etc.
    Preferable to have a standalone build.
  • Checklist- write down the SDK version and/or any
    other environmental libraries.

18
Example 1 Tech Demo
  • Tech demo graphics techniques using parallax
    mapping and soft shadows.
  • Introduction. Specification of the problem,
    overview of the project, includes sections on
    running the program, interface and controls.
  • Design. UML, architecture.
  • Renderer. Description of the main render.
  • Shadowing.
  • Parallax mapping. Diagrams of rays, etc. Includes
    a section on file formats (illumination of depth
    maps).
  • Optimisation. Discussion of real-time, timing
    considerations and the optimisation process.

19
Example 1 Tech Demo
  • Polish
  • Evaluation
  • How good it looks.
  • Speed/efficiency.
  • Conclusion. What's new and interesting about the
    work.

20
Example 2 AI project
  • AI project RTS game with groups of units moving
    and fighting.
  • Intro.
  • Design. UML of renderer/game engine. x-ref to
    design of AI and gameplay given elsewhere.
  • Renderer. The rendering process.
  • Gameplay
  • The levels/maps.
  • UML diagram of game engine.
  • FSM of the gameplay (not the AI itself).
  • Discussion of game loop.

21
Example 2 AI project
  • Game issues
  • Physics (of ranged combat).
  • Collision detection.
  • Maths. Interface issues of picking 2D to 3D to
    2D.
  • AI
  • Design. UML of the AI components.
  • FSM of the AI itself.
  • Algorithms used.
  • Messaging.
  • Optimisation.

22
Example 2 AI project
  • Polish
  • Evaluation
  • How well does it play?
  • How realistic the AI actions are.
  • How sensible the AI actions are.
  • Speed and efficiency.
  • Conclusion.

23
Example 3 a chapter
  • A single possible chapter in a project about
    implementing intelligent cameras.
  • Chapter 2 Implementation of the camera
  • 2.1 Introduction. Intro to the chapter. This is
    what I am going to talk about.
  • 2.2 Background. Theoretical background and
    analysis of cameras. The behaviour of Cameras and
    objects. How I have done it.
  • 2.3 Camera types. Maths.
  • 2.4 Implementation. Classes. x-ref to
    Appendices. Diagrams. May be more than one
    section.
  • 2.5 Conclusion. A summary of what I've talked
    about and why what I've done is good.
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