Graphics Modeling and Textures Computer Game Design and

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Graphics, Modeling, and Textures Computer Game Design and Development

Graphics, Modeling, and Textures Computer Game Design and Development

Graphics Considerations • Frame and back buffers – Avoid artifacts (jitter and visible drawing)

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

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

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

Limiting What we Render • View frustrum – Near and far planes • Clipping

Limiting What we Render • View frustrum – Near and far planes • Clipping • Cull when possible – Render Volume Partitioning

Backface Culling

Backface Culling

Quadtree partitioning • Collision detection • Outdoor visibility checking • Algorithm (2 D): –

Quadtree partitioning • Collision detection • Outdoor visibility checking • Algorithm (2 D): – X/Y : consider bits – Left shift at each level in tree – When at leaf, stop

Quadtree Visualized

Quadtree Visualized

Graphic Primitives

Graphic Primitives

Mesh as Triangle Strip

Mesh as Triangle Strip

Indexed Strips

Indexed Strips

Applying Textures

Applying Textures

Lighting http: //machinesdontcare. wordpress. com/2008/06/ http: //www. directxtutorial. com/Tutorial 9/B-Direct 3 DBasics/dx 9 B

Lighting http: //machinesdontcare. wordpress. com/2008/06/ http: //www. directxtutorial. com/Tutorial 9/B-Direct 3 DBasics/dx 9 B 3. aspx

Modeling

Modeling

Modeling (cont)

Modeling (cont)

Using Normal Maps and Textures

Using Normal Maps and Textures

Normal Maps and LOD http: //www. inition. co. uk/inition/product. php? Sub. Cat. ID_=38&URL_=product_ffhaptic_sensable_claytools

Normal Maps and LOD http: //www. inition. co. uk/inition/product. php? Sub. Cat. ID_=38&URL_=product_ffhaptic_sensable_claytools

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

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

Level of Detail • Hardware limits number of polys rendered • Use high-level models

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

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

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

Low-Poly Count Modeling

Low-Poly Count Modeling

Final thoughts • Major difference in modeling and using models • Art & programming

Final thoughts • Major difference in modeling and using models • Art & programming & level/character design • Take graphics in summer!