Thumbnail |
Game Title |
Description |
Creators |
Award |
|
The Tropic of
Alpha Capricorni
|
Explore an infinite ring shaped world.
- Dynamic level of detail based on ROAM ("Real Time Optimally
Adapting Meshes"),
- Treadmill like UI as camera moves over ring world,
- Water rendering
- Swarm particle system
|
Jeremy Awon
Jin hyuk Jason Cho
|
Best Project Award
|
|
Helibomber |
Destroy the village before your burning
helicopter blows up!
- Procedurally generated deformable terrain
- Water rendering
- Collision detection
- Particles explosions and splashes
|
Eric Frackleton
Paul Lewellen |
Honorable Mention
|
 |
Cannons |
- Procedurally generated deformable terrain using particle
systems
- Water rendering with mass spring simulation
- Collision detection
- Particles explosions and splashes
- View frustum culling
|
Caitlin McCaffrey
George Panayotov |
 |
Flight Simulator
|
- Procedurally generated infinite terrain using screen
projection LOD system
- Full GPU terrain generation
- Water rendering
|
Arvin Enrico Tjen
Liang Wei |
 |
Marble Madness
|
- Procedurally generated terrain
- Snow particle system that interacts with terrain surface
- Dynamic cube mapped ball
- Precision local shadow mapping
- Deformable interactive bump mapping
|
John Berges
John Burgess |
 |
The Sims (Not)
|
- Parallax mapping for texture depth
- GPU-based high-dynamic range tone mapping
- Dynamic mass spring water simulation
- Key frame character animation
|
Marc Sackeli
Michael Lin |
 |
Tama |
- Procedurally generated deformable terrain
- Multiple level Garland/Heckbert LOD system
- Particle system clouds
- Key frame character animation
|
Ayumi Tokuno
Alice Ching |