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Graphics, Modeling, and Textures Computer Game Design and Development.

Date post: 19-Jan-2018
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Graphics, Modeling, and Textures Computer Game Design and Development
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Page 1: Graphics, Modeling, and Textures Computer Game Design and Development.

Graphics, Modeling, and Textures

Computer Game Design and Development

Page 2: Graphics, Modeling, and Textures Computer Game Design and Development.

Graphics Considerations

• Frame and back buffers– Avoid artifacts (jitter and visible drawing)– Swap or copy?

• Depth and stencil buffer• Triangles– Easily interpolate– Planarity

• Vertices & coordinate space

Page 3: Graphics, Modeling, and Textures Computer Game Design and Development.

Depth Bits

From http://www.agidev.com/articles/a.php?id=6&page=4

Page 4: Graphics, Modeling, and Textures Computer Game Design and Development.

Limiting What we Render

• View frustrum– Near and far planes

• Clipping • Cull when possible– Render Volume Partitioning

Page 5: Graphics, Modeling, and Textures Computer Game Design and Development.

Backface Culling

Page 6: Graphics, Modeling, and Textures Computer Game Design and Development.

Quadtree partitioning

• Collision detection• Outdoor visibility checking

• Algorithm (2D):– X/Y : consider bits– Left shift at each level in tree– When at leaf, stop

Page 7: Graphics, Modeling, and Textures Computer Game Design and Development.

Quadtree Visualized

Page 8: Graphics, Modeling, and Textures Computer Game Design and Development.

Graphic Primitives

Page 9: Graphics, Modeling, and Textures Computer Game Design and Development.

Mesh as Triangle Strip

Page 10: Graphics, Modeling, and Textures Computer Game Design and Development.

Indexed Strips

Page 11: Graphics, Modeling, and Textures Computer Game Design and Development.

Applying Textures

Page 12: Graphics, Modeling, and Textures Computer Game Design and Development.

Lightinghttp://machinesdontcare.wordpress.com/2008/06/

http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B3.aspx

Page 13: Graphics, Modeling, and Textures Computer Game Design and Development.

Modeling

Page 14: Graphics, Modeling, and Textures Computer Game Design and Development.

Modeling (cont)

Page 15: Graphics, Modeling, and Textures Computer Game Design and Development.

Using Normal Maps and Textures

Page 16: Graphics, Modeling, and Textures Computer Game Design and Development.

Normal Maps and LOD

http://www.inition.co.uk/inition/product.php?SubCatID_=38&URL_=product_ffhaptic_sensable_claytools

Page 17: Graphics, Modeling, and Textures Computer Game Design and Development.

http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png

Page 18: Graphics, Modeling, and Textures Computer Game Design and Development.

Level of Detail

• Hardware limits number of polys rendered• Use high-level models when possible• Drop to low poly models (LOD) when needed

Page 19: Graphics, Modeling, and Textures Computer Game Design and Development.

Level Editing

• Target fixed poly count (thought allow for flexibility and customization)

Page 20: Graphics, Modeling, and Textures Computer Game Design and Development.

Low-Poly Count Modeling

Page 21: Graphics, Modeling, and Textures Computer Game Design and Development.

Final thoughts

• Major difference in modeling and using models

• Art & programming & level/character design

• Take graphics in summer!


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