3D Concepts Coordinate Systems Coordinates specify points in space 3D coords commonly use X, Y, & Z A vertex is a 'corner' of an object Different coordinate.

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Presentation transcript:

3D Concepts Coordinate Systems Coordinates specify points in space 3D coords commonly use X, Y, & Z A vertex is a 'corner' of an object Different coordinate systems have different measurement orientations

3D Concepts Coordinate Systems 3D objects in isolation are measured in object space 3D views are measured in world space

3D Concepts Coordinate Systems Positive Y Positive Z Positive X Left-Handed coordinate system

3D Concepts Coordinate Systems Positive Y Positive Z Positive X Right-Handed coordinate system

3D Concepts Coordinate Systems XNA Game Studio world space is right-handed 0,0,0 in object space is the geometric center

3D Concepts 3D Models Defined by their vertices Simple 3D models are called primitives: cylinder, cube, cone, sphere Simplified model views often use an axis bug instead of a full axis rendition

3D Concepts 3D Shapes Defined by their polygons Usually triangles are used to define polygons 3D shapes are often called meshes 3D accelerated graphics cards work best with triangle polygons

3D Concepts 3D Shapes The polygons that make up a shape are called faces Faces within a shape that are not viewable are called hidden faces Faces on the backside of a shape are called back faces

Displaying 3D Models Three-step process: 1. Convert to world space (transformation) 2. Convert to view space (3D rendering) 3. Convert to screen space (2D rendering)

Displaying 3D Models Transformation Scaling Rotating Translating

Displaying 3D Models Scaling Multiply measurements in each axis Apply to all of a shape's vertices Scale factors larger than 1 will make object bigger Scale factors smaller than 1 will make object smaller Scale factors of 0 or less are not applicable

Displaying 3D Models Rotation Each axis is rotated in turn Order of rotation matters Roll: rotate around longitudinal (Z) axis Pitch: rotate around lateral (X) axis Yaw: rotate around vertical (Y) axis Common convention is roll-pitch-yaw ordering

Displaying 3D Models Translation Moves an object in space Vectors are applied to a shape’s vertices to translate it Shape is not changed Shape is not re-oriented

Displaying 3D Models Rendering Process of converting a 3D model of a shape to 2D picture Shading Mapping Graphing

Displaying 3D Models Rendering Flat Shading Lambert Shading Gouraud Shading Phong Shading Fake Phong Shading

Displaying 3D Models Rendering Texture Mapping Shaders Bump Mapping Environment Mapping Mipmapping Scene Graphs

Displaying 3D Models 3D Audio Positioning sound in 3D using stereo Balancing left & right & volume control can approximate 3D position of sound

Displaying 3D Models 3D Programming XNA has built-in methods to use Scenegraph insertion is not automatic, but is a useful abstraction placing (spawning) transforming allows us to manually manipulate objects as well

Displaying 3D Models Lab 1: “Simple Direct Movement” Move an object from one location to another Input script statements directly via the console

Displaying 3D Models Lab 2: “Programmed Movement” Move an object from one place to another over time Use script files to move objects Real-time scene manipulation

Displaying 3D Models Lab 3: “Programmed Rotation” Make an object rotate about one or more axes Use script files to move objects Real-time scene manipulation

Displaying 3D Models Lab 4: “Programmed Scaling” Change an object's size smoothly over time Use script files to re-size objects Real-time scene manipulation

Displaying 3D Models Lab 5: “Programmed Animation” Perform complex transformations smoothly over time Utilize a loop in game script Practice ad hoc game animation using script Real-time scene manipulation

3D Audio Lab 6: “Animated 3D Audio” Control sound effect positions in game world using script Use script to insert and animate audio objects Real-time scene manipulation

Summary 3D coordinates can be expressed as left- handed or right-handed Objects are designed in object space, placed in game world in world space Object space may use a different coordinate system than world space, and each uses a different center (zero reference) Changing an object's size, orientation, or location is called transforming the object Order of transformation matters The axis order of rotation matters

Summary Converting the mathematical description of an object to a visual representation on a screen is called rendering Scene graphs contain and organize objects in a world in preparation for rendering and manipulation Torque provides many script commands for manipulating and moving 3D objects in real time 3D Audio effects can be handled in exactly the same way as regular 3D objects