1 Terrain. Game Type Oriented Game Type Oriented Terrain Terrain –For visual ( 廣義的場景 ) »Ground / Building / Static models / Dynamic models –For terrain.

Slides:



Advertisements
Similar presentations
Task Challenge \nted Challenge \nted Achievements Demo Game Terrains How can we create more interesting game terrains?
Advertisements

2-D and 3D shapes Riddle Game.
Problem of the Day If the figure shown is folded into a cube so that 6 is on the top, what number would be on the bottom? 2.
Terrain rendering in games
1 Terrain Following & Collision Detection. 2 Both of topics are very game-type-oriented Both of topics are very game-type-oriented Terrain Terrain For.
Honours Graphics 2008 Session 6. Today’s focus Terrain rendering Heightfield generation Level-of-detail for terrain.
1 Further Terrain Rendering and Level of Detail Lecture 8 - Week 4 Advanced Programming for 3D Applications CE
4.4. L EVEL OF D ETAIL Exploration of 3D mesh level-of-detail approaches.
The Half-Edge Data Structure
CPSC 335 Geometric Data Structures in Computer Modeling and GIS Dr. Marina L. Gavrilova Assistant Professor Dept of Comp. Science, University of Calgary,
Damon Rocco.  Tessellation: The filling of a plane with polygons such that there is no overlap or gap.  In computer graphics objects are rendered as.
Smooth View-Dependent Level-of- Detail Control and its Application to Terrain Rendering Hugues Hoppe Microsoft Research.
Chapter 3 2D AND 3D SPATIAL DATA REPRESENTATIONS 김 정 준.
1 Terrain Rendering and Level of Detail Week 7 Advanced Programming for 3D Applications CE
Real-time Crowd Movement On Large Scale Terrains Speaker: Alvin Date:4/26/2004From:TPCG03.
Vocabulary Area Surface AreaVolume More vocabulary.
Surface Area of Prism and Cylinder
Quadtrees and Mesh Generation Student Lecture in course MATH/CSC 870 Philipp Richter Thursday, April 19 th, 2007.
10-1 Introduction to Three-Dimensional Figures Warm Up
10-1 Introduction to 3D figs
Geometry 12.2 Pyramids. New Vocab Words T S R Q P V vertexPoint V is the vertex of pyramid V-PQRST. basePentagon PQRST is the base of the pyramid. *lateral.
10/21/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Terrain Dynamic LOD.
1 Game AI Path Finding. A Common Situation of Game AI A Common Situation of Game AI Path Planning Path Planning –From a start position to a destination.
8-7 Introduction to Three-Dimensional Figures Warm Up Warm Up Lesson Presentation Lesson Presentation Problem of the Day Problem of the Day Lesson Quizzes.
Adaptive Real-Time Rendering of Planetary Terrains WSCG 2010 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes, France.
Main Goal Development of an application that allows flying virtually over El Hierro Island (Canary Islands), showing the building structures of a hydroelectric.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Mesh Data Structure. Meshes Boundary edge: adjacent to 1 face Regular edge: adjacent to 2 faces Singular edge: adjacent to >2 faces Mesh: straight-line.
What is the correct name for the geometric figure? Triangular prism.
The Pyramid Geometric Solids:. Solid Geometry Review: Solid Geometry is the geometry of 3D- dimensional space that we live in. The three dimensions are.
Look at page 193 in your explorations book. Ignore the letters--they are not used for this. Each figure is made up of 5 squares that may or may not be.
Section 12-1 Name the Solids. Prism a 3-dimensional figure with two congruent, parallel faces The bases are congruent, parallel faces. The bases lie in.
Learn to identify various three-dimensional figures.
Warm Up Identify each two-dimensional figure described.
GEOMETRY 10.5 Surface Area of Pyramids and Cones.
CS418 Computer Graphics John C. Hart
Representation and modelling 3 – landscape specialisations 4.1 Introduction 4.2 Simple height field landscapes 4.3 Procedural modeling of landscapes- fractals.
1 Subdivision. 2 Subdivision for game Why? Large model require many memory for storage Need to dynamically tessellated during game play Make surface modeling.
10-3 Surface Areas of Prisms
Applied Mathematics 1 Distributed visualization of terrain models How to get the whole world into a coffee mug... Rune Aasgaard.
Surface Area of Pyramids Lesson Pyramids: Has only one base (polygon). Edges are not parallel but meet at a single point called the vertex. Lateral.
Robust Watermarking of 3D Mesh Models. Introduction in this paper, it proposes an algorithm that extracts 2D image from the 3D model and embed watermark.
Rendering Large Models (in real time)
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 10, 2015 TRIANGLE MESHES 3D MESHES MESH OPERATIONS.
2-D and 3-D Figures Riddle Game.
Learn and apply the formula for the surface area and volume of a pyramid. Learn and apply the formula for the surface area and volume of a cone. Objectives.
9-4 Introduction to Three-Dimensional Figures Warm Up Warm Up Lesson Presentation Lesson Presentation Problem of the Day Problem of the Day Lesson Quizzes.
PIB Geometry 12-2: Pyramids Warm Up Find the volume and total surface area of a right regular octagonal prism with sidelength = 3 lightyears and.
Lesson 12-2 Pyramids (page 482) Essential Question How is the surface area and volume of pyramids different from prisms?
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
9.2 Surface Area of Pyramids
12.2 Surface Areas of Pyramids

Section 12-2 Pyramids.
9-1 Introduction to Three-Dimensional Figures Warm Up
Goal: Identify and name solid figures.
Polyhedrons and their Nets
Alias/Autodesk Maya 第三組 林秉賢.
Pathfinding Over Streaming Terrain
Angle Relationships How can you use Angle Relationships to solve problems? How would you measure the opposite angles formed by two intersecting lines,
CSE 381 – Advanced Game Programming Terrain
10-1 Introduction to Three-Dimensional Figures Warm Up
Three –Dimensional Figures
9-1 Introduction to Three-Dimensional Figures Warm Up
Meshes.
Spatial Databases: Digital Terrain Model
Identifying the nets of 3D shapes
Surface Area of Pyramids
Spatial Databases: Digital Terrain Model
Solid Geometry.
Presentation transcript:

1 Terrain

Game Type Oriented Game Type Oriented Terrain Terrain –For visual ( 廣義的場景 ) »Ground / Building / Static models / Dynamic models –For terrain following »Polygon mesh »Grids –For path finding »Polygon mesh »Grids Terrain Following Terrain Following –Make a 3D entity walking on terrain Path Finding Path Finding –Find a path before walking 2Introduction

Grid Grid –2D –Quadtree Height map Height map –Procedural height map ROAM ROAM –Real-time Optimally Adapting Meshes Triangular Mesh Triangular Mesh –Procedurally generated –Created by artists 3 Terrain Formats Perlin Noise

2D Grid Map 2D Grid Map –Rectangular or Hexagonal grids –Attributes »Height »Walkable or not »Texture pattern ID Step Look Terrain Step Look Terrain Application Application –2D games –3D games with god view »2D tile-based game terrain 4 Grid Map

Almost the same as a 2D grid map Almost the same as a 2D grid map –Height on grid vertex –Only height is saved –Regular grid –Irregular grid but structured Application Application –As the base data structure for ROAM terrain –Water simulation 5 Height Map Top view

Real-time Optimally Adapting Mesh Real-time Optimally Adapting Mesh – Application Application –Fly-simulation 6ROAM

Use quad tree to construct the level-of-detail of terrain Use quad tree to construct the level-of-detail of terrain –A quad tree for LOD 7 Chunked LOD Terrain

Possibly the Most Popular Way for Games Possibly the Most Popular Way for Games –General –Can be created by artists Multiple-layered Terrain Multiple-layered Terrain 8 Triangular Mesh

Solve the Terrain Height for the Object to Stand on Solve the Terrain Height for the Object to Stand on –Use the triangular coordinate system Find the Next Neighboring Triangle Find the Next Neighboring Triangle –Half-edge data structure 9 Terrain Following Using Triangular Mesh

10 Create cohesive relationship between triangles using “half edge” Create cohesive relationship between triangles using “half edge” Use half-edge table to search the neighboring triangles Use half-edge table to search the neighboring triangles Edge = two halves Half-edge (1/2)

11 struct HE_edge { HE_vert* vert; // vertex at the end of the half-edge HE_edge* pair; // oppositely oriented adjacent half-edge HE_face* face; // face the half-edge borders HE_edge* next; // next half-edge around the face }; struct HE_vert { float x; float y; float z; HE_edge* edge; // one of the half-edges // emantating from the vertex }; struct HE_face { HE_edge* edge; // one of the half-edges bordering the face }; Half-edge (2/2)