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EEC-693/793 EEC-693/793 Applied Computer Vision Applied Computer Vision with Depth Cameras with Depth Cameras Lecture 13 Lecture 13 Wenbing Zhao Wenbing Zhao [email protected] [email protected]

EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao [email protected]

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Page 1: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

EEC-693/793EEC-693/793Applied Computer Vision Applied Computer Vision

with Depth Cameraswith Depth Cameras

Lecture 13Lecture 13

Wenbing ZhaoWenbing Zhao

[email protected]@ieee.org

Page 2: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

OutlineOutline Introduction to Unity3D Based on Book:

Beginning 3D Game Development with Unity 4

Page 3: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Creating a New Unity ProjectCreating a New Unity Project Open Unity Select the Create New Project tab, change location folder to

KinectUnity Select packages for import, then click Create

Page 4: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Unity 3DUnity 3DLayoutLayout

Page 5: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Scene ViewScene View Where you plan and execute your ideasWhere you plan and execute your ideas

To show the grid, toggle off the game overlay buttonTo show the grid, toggle off the game overlay button

Page 6: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Hierarchy ViewHierarchy View Shows what’s in the currently active scene. GameObjects that are dynamically added and removed from

the scene during runtime will appear here when they are active in the scene

By default, the maincamera is added

Page 7: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Project ViewProject View Contains all the assets available to the current

project, as well as all scenes or levels available for the finished game or application

Page 8: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

InspectorInspector Inspector is used to access

various properties and components for objects you’ve selected in either the Hierarchy or Project views

Page 9: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ToolbarToolbar

Transform tools: provide functionality for navigating the scene and transforming objects Left most button: pan, orbit, zoom tools for navigating and

adjusting scene view Pan tool: default, left click and drag to move the view

around Orbit tool: hold the Alt key while clicking left click and

dragging Zoom tool: Alt + right mouse click Other three buttons: move, rotate, and scale

Page 10: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ToolbarToolbar Privot point and coordinate system tools:

Objects can be transformed in different coordinate systems and from different pivot points

Play mode controls

Layers control: Layers are used in Unity for controlling which objects are rendered by which cameras or lit by which lights

Layout control

Page 11: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Elements to Build a SceneElements to Build a Scene Assets: non-mesh special effects, physics materials,

and scripts GameObject: base container for objects, scripts, and

other components in Unity Contains its transforms (location and orientation) and a few

other properties Component: items associated with objects, such as

meshes, rendering types, sound, scripts, and colliders, as well as those that create or extend functionality with predefined behaviors

Page 12: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Creating Simple Game Objects: Creating Simple Game Objects: CubeCube

Page 13: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Creating Simple Game ObjectsCreating Simple Game Objects To zoom, use middle

mouse roller or Alt-right mouse click

To set the camera to match the scene view Select the main camera in

the hierarchy view From the GameObject menu,

choose Align with View

Page 14: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Creating Simple Game ObjectsCreating Simple Game Objects Toggle the built-in

lighting off and the scene lighting on, by clicking the light button The cube is now lit only

with the scene ambient light, as in the Game window

Try out zoom, orbit and pan

Page 15: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Selecting and FocusingSelecting and Focusing To focus the viewport back to the cube, or to “find”

the cube, do the following Make sure the cube is selected in the Hierarchy view. Put the cursor over the Scene window. Press the F key on your keyboard

You can view scene objects in several other modes Wireframe, textured wire, textured (default)

Page 16: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Transforming ObjectsTransforming Objects In 3D space, the Cartesian coordinate

system is used X, Y, Z are color-coded with red, green, blue Objects can be transformed (moved,

rotated, scaled) around the scene Select the cube, select the move button, click

and drag on any of the three axis; Rotate is similar

Can also do these in inspector

Page 17: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Lights Lights Because there are no lights in the viewport yet, it went dark,

just as in the Game window, when you toggle off the lighting button

Adding light Focus the Scene view on the cube again and zoom out a bit From the GameObject menu, choose Create Other ➤

Create a Directional Light. Directional lights emit parallel rays, no matter where they are in

the scene. Move the light up and out of the way of the cube. Rotate it in the Scene window until the cube is lit nicely in

the Game window Use alt-left mouse click, drag/orbit the viewport so you are

facing the unlit side of the cube

Page 18: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Lights Lights Changing light

color: in inspector for light Click and drag in the

Color’s image/color swatch and watch the light’s color on the cube change

Choose something subtle.

Close the dialog

Page 19: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Material Material In the Inspector,

select the Cube 2. In the Mesh

Renderer section, click to open the Materials array list

Page 20: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Material Material From the Assets menu, choose Create Folder, ➤

Rename the folder My Materials

Page 21: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Material Material Right-click the new My Materials folder and, from the

same Create submenu, choose Material

Page 22: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Material Material A New Material entry appears in the Inspector, Name the new

material TestBark Drag and drop the material from the folder onto the cube in the

Scene window. In the Texture thumbnail window (not the Preview window),

pick the Select button and, with the preview slider all the way to the left in the Asset Selector, choose Palm Bark Diffuse.

Page 23: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

Material Material In the Texture thumbnail window (not the Preview window),

pick the Select button and, with the preview slider all the way to the left in the Asset Selector, choose Palm Bark Diffuse.

Page 24: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ScriptingScripting A script is a program that controls the game objects in the

scene dynamically, Unity support a number of programming languages We will be using C#

To create a new script Create a New Folder in the Project view using the right-click menu

or Assets menu in the menu bar Name the new folder My Scripts With the new folder selected, right-click it to bring up the contents

of the right-click menu. Select C# Script from the Create submenu

Page 25: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ScriptingScripting To edit the script, click the open button. The MonoDevelop

editor will open

using UnityEngine;using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

// Use this for initialization void Start () {

}

// Update is called once per frame void Update () {

}}

Page 26: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ScriptingScripting The Start function is only called once as the scene is started and is a

good place to initialize values that don’t exist until the game has been loaded

The Update function is checked at least every frame during runtime to see if anything needs to be executed It can make a transform such as a rotation continuously loop, check to see

if a particular condition is met, and many other things To attach the script to the game object, drag the script file to the game

object Add the following line in the Update function, save the script, click play

If you want to animate the object on a per-second basis, use Time.deltaTime

transform.Rotate(0,5,0);

(0,5,0) refers to the X, Y, and Z rotations parameters that are needed by the Rotate function

transform.Rotate(0,5 * Time.deltaTime,0);

Page 27: EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao wenbing@ieee.org

ScriptingScripting We can also move the game object

using the Translate function

You can also add private or public variables into script Public variables are listed in the inspector

and their values can be set their Challenge Task:

Animate the cube such that it drops to the ground and then bounce back like a ball

transform.Translate(2 * Time.deltaTime,0,0);