Chapter 6.3 3D Environments. 2 Volume Enhancements Flat screen requires exaggerating 3D aspects Enhance perceived volume in 3D with Tunnels, tubes, spires,

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Presentation transcript:

Chapter 6.3 3D Environments

2 Volume Enhancements Flat screen requires exaggerating 3D aspects Enhance perceived volume in 3D with Tunnels, tubes, spires, pits, towers, cliffs

Case Study: Dark Orbit Uses tall rock spires and plunging canyons with fog to help accentuate volume in the 3D world Gameplay is restricted to 2D space (horizontal plane), but the volume of the environment is accentuated Characters are confined to a 2D surface of play. Geometrical enhancements to the terrain are necessary to give the 3D effect. Large rock spires sweep past the camera lens as the player moves throughout the world. Image courtesy of WildTangent, Inc.

4 Distance Effects Near objects need more textural detail than far objects Distant objects should appear hazier and have lower contrast Warm colors perceived as being closer Cool colors perceived as being further

5 Case Study: Phoenix Assault Before and after depth principles have been applied Player ship and enemies should be center of focus, made higher contrast and darker/more colorful Near-ground rock object requires more detail and contrast than distant water tower object Distant objects should be made hazier and lower in contrast Water should be made higher in contrast with reflections added to near-ground objects Cloudy background has been made hazier and lower in contrast Planet colors have been made cooler, haze has been added Additional water tower has been brought closer to player and made darker Images courtesy of WildTangent, Inc.

6 Faking Detail with Vertex Coloring Circumvent texture and poly limits with vertex coloring Popular and cheap technique Can give impression of Shadows Depressions Variety

7 Case Study: Polar Bowler Uses a single, heavily-tiled texture on the ice walls in this level Vertex coloring is used extensively Adds color variation and “fake” detail Warm vertex colors such as yellows and oranges give some warmth to an otherwise cold level, and also hint at the reflected light of the suns rays Many crevices and undulations are implied by variations in vertex color banding along the geometry wall. Shadows created with vertex coloring can reduce the need for ‘real- time’ shading Image courtesy of WildTangent, Inc.