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Depth Bits From
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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
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 • Cull when possible– Render Volume Partitioning
Backface Culling
Quadtree partitioning
• Collision detection• Outdoor visibility checking
• Algorithm (2D):– X/Y : consider bits– Left shift at each level in tree– When at leaf, stop
Quadtree Visualized
Graphic Primitives
Mesh as Triangle Strip
Indexed Strips
Applying Textures
Lightinghttp://machinesdontcare.wordpress.com/2008/06/
http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B3.aspx
Modeling
Modeling (cont)
Using Normal Maps and Textures
Normal Maps and LOD
http://www.inition.co.uk/inition/product.php?SubCatID_=38&URL_=product_ffhaptic_sensable_claytools
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 when possible• Drop to low poly models (LOD) when needed
Level Editing
• Target fixed poly count (thought allow for flexibility and customization)
Low-Poly Count Modeling
Final thoughts
• Major difference in modeling and using models
• Art & programming & level/character design
• Take graphics in summer!