Writing up your Project

Slides:



Advertisements
Similar presentations
IMS1805 Systems Analysis Topic 3: Doing Analysis (continued from previous weeks)
Advertisements

Software Testing and Quality Assurance
(c) 2010 University of California, Irvine – André van der Hoek1February 21, 2010 – 18:05:18 Informatics 122 Software Design II Lecture 10 Nick Lopez Duplication.
Project Workshops Project Oral. 2 Supervisor plus one other member of academic staff Between final paper submission and exams (usually weeks 21-22) Maximum.
© Copyright Eliyahu Brutman Programming Techniques Course.
Ch 1 Intro to Graphics page 1CS 367 First Day Agenda Best course you have ever had (survey) Info Cards Name, , Nickname C / C++ experience, EOS experience.
AGD: 5. Game Arch.1 Objective o to discuss some of the main game architecture elements, rendering, and the game loop Animation and Games Development.
Advanced Research Methodology
CASE Tools And Their Effect On Software Quality Peter Geddis – pxg07u.
Parser-Driven Games Tool programming © Allan C. Milne Abertay University v
1 Writing up your Project Gareth Bellaby. 2 Style, grammar and spelling ●Take note of the feedback from the literature review. ●Third-person. ●Arrange.
Business and Management Research WELCOME. Lecture 4.
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
Games Development 1 Review / Revision CO2301 Games Development 1 Semester 2.
Technical Reports ELEC422 Design II. Objectives To gain experience in the process of generating disseminating and sharing of technical knowledge in electrical.
Computing Honours Project (COMP10034) Lecture 7 Interim Report (Worth 20%) and Presentation (Worth 10%)
Revising Your Paper Paul Lewis With thanks to Mark Weal.
CS491B Software Design Lab Writing Project Report Chengyu Sun California State University, Los Angeles.
Project Report Format for Final Year Engineering Students.
GCE Software Systems Development
Chapter 1 Introduction.
Introduction: Computer programming
- Introduction - Graphics Pipeline
UML Diagrams By Daniel Damaris Novarianto S..
Chapter 1: Introduction to Systems Analysis and Design
Binary Notation and Intro to Computer Graphics
Writing your reflection in Stage 1 & 2 Indonesian (continuers)
Course Outcomes of Object Oriented Modeling Design (17630,C604)
Seminar Report Structure ARRANGEMENT OF CONTENTS
The Purpose of game Engines
Object-Oriented Analysis and Design
Research Methods Dr. X.
Writing Paper Three Monday, November 2.
Unified Modeling Language
HUM 102 Report Writing Skills
Writing your personal project report
UML Diagrams Jung Woo.
3D Graphics Rendering PPT By Ricardo Veguilla.
CS451Real-time Rendering Pipeline
Editing & Polishing your Assignment
Completing the tasks for A452 with….
Agenda Understand graphics as a communication tool
Big Idea 4: Synthesize Ideas — Moving from AP Seminar to AP Research
The Annotated Bib.
Informatics 121 Software Design I
COMP390/3/4/5 Final Year Project Design
Chapter 21 Formal Reports
Writing reports Wrea Mohammed
Chapter 1: Introduction to Systems Analysis and Design
Informatics 121 Software Design I
Topics in Formal Reasoning for Cyber-Physical Systems
Chapter 14 Writing and presenting your project report
Requirements Document
Computer Graphics Lecture 15.
Applying Use Cases (Chapters 25,26)
Applying Use Cases (Chapters 25,26)
COMP390/3/4/5 && COMP593 Final Year Projects Demonstration & Dissertation Irina Biktasheva
Chapter 17: Reporting your results
CO4301 – Advanced Games Development Week 3 Parsing Continued
Project Closure And Termination
Games Development Game Architecture: Entities
Guidelines for Reports Advanced Constraint Processing
CV & Jobs Gareth Bellaby.
Chapter 1: Introduction to Systems Analysis and Design
Games Development 1 Review / Revision
Emerging Technologies for Games Review & Revision Strategy
UML  UML stands for Unified Modeling Language. It is a standard which is mainly used for creating object- oriented, meaningful documentation models for.
Games Development 2 Entity / Architecture Review
Chapter 1 Introduction.
TECHNICAL REPORTS WRITING
Presentation transcript:

Writing up your Project Gareth Bellaby

Style, grammar and spelling 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.

A technical project Consider the technical basis of your work. Do not re-use lecture diagrams. Produce your own summary and your own diagrams.

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.

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

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.

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

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

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!

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.

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.

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!

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+.

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.

Source code Source code should be placed on a pendrive (or otherwise made electronically available). The pendrive 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.

Structure Structure is generally the same for all projects: Abstract Introduction. Specification of the problem, overview of the project, summary of chapters. Literature Review Design. Main body of work ---- Several Chapters! Evaluation. Testing. Self-reflection Conclusion. Bibliography May be one chapter, or even part of the Conclusion

Chapter Structure Structure for each chapter mainly follows the same structure. Use case numbering. n.1 Introduction. n.2 Main body of chapter ---- Several sections! n.3 Conclusion

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. Literature Review 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).

Example 1: Tech Demo Optimisation. Discussion of real-time, timing considerations and the optimisation process. Polish Evaluation: How good it looks. Speed/efficiency. Testing Self-Reflection Conclusion. What's new and interesting about the work.

Example 2: AI project AI project: RTS game with groups of units moving and fighting. Intro. Literature Review 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.

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.

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. Testing Self-Reflection Conclusion.

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.