Dieter Eck's Portfolio
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My education  at the University of Applied Science Technikum Vienna has been a great experience for me, where I've learned a lot. Below is a summary of my educational background at Technikum Vienna.

Real-time Graphics
  • describe basic real-time rendering.
  • implement light and shadow calculations.
  • implement texturing and bump mapping
  • interpret and implement hardware anti-aliasing techniques

Projects: Shadow Mapping, Bump-/Normal-Mapping, Antialiasing

Shader Programming
  • describe the basics of shader programming.
  • combine and implement various lighting techniques.
  • implement particle systems using the GPU.

Projects: Different Lights, Bump-Mapping with self shadowing, displacement mapping, GPU-based particle system, soft shadowing


Console Platforms
  • assess the difference between developing a game for PC and consoles.
  • optimize software projects in C++ in relation to memory management and loading times.
  • implement strategies to fight memory fragmentation in C++

Projects: Memory Stack, Vector-class


Physics and Simulation
  • Classical mechanics
  • Physics-engine architecture
  • Discrete simulation
  • Frameworks for physics simulation

Projekte: Collision Hierarchy, Physics Simulation (Firework, Mesh) 


Artificial Intelligence
  • AI-Architectures
  • Decission- and Game-Trees
  • Searching, Path-finding
  • Heuristics
  • Rule based systems
  • Markow-Chains
  • Neural Networks

Projects: PacMan Ghost AIs, Connect Four AI; eight queens puzzle

Artificial Life
  • Cellular Systems
  • Lindenmayer Systems
  • Particle Swarms
  • Ant Colonies
  • Autonomous Agents

Projects: Ant Colony, Particle Swarm
Game Engine Design
  • Logging
  • Memory Management
  • Efficient Rendering
  • Data-driven Design
  • Resource Management
  • Hot-Reload
  • Component-based Entity Design

Projekte: Logging, Memory Manager/Tracker


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