ACM S TUDENT C HAPTER M EETING ! Wednesday September 20, 2000 2:00 – 3:00 PM Engineering Building 0012 T ERRAIN R ENDERING C OMPOSITE T EXTURES O BSTACLE.

Slides:



Advertisements
Similar presentations
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Advertisements

RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems.
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
 Engineering Graphics & Introductory Design 3D Graphics and Rendering REU Modeling Course – June 13 th 2014.
Crowd Simulation Sai-Keung Wong. Crowd Simulation A process of simulating the movement of a large number of entities or characters. While simulating these.
Haptic Rendering using Simplification Comp259 Sung-Eui Yoon.
SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory,
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
18.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 18 Image-based Rendering Light Maps What We Did Not Cover Learning More...
Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe.
Underlying Technologies Part Two: Software Mark Green School of Creative Media.
Basic concept Technologies we have used The Design Problems, challenges & solutions Educational Gain.
Chapter 1 The Challenges of Networked Games. Online Gaming Desire for entertainment has pushed the frontiers of computing and networking technologies.
05/09/02(c) 2002 University of Wisconsin Last Time Global illumination algorithms Grades so far.
Multi-Layered Navigation Meshes Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts ICT.OPEN 2011.
Polygon Shading. Assigning color to a shape to make graphical scenes look realistic, or artistic, or whatever effect we’re attempting to achieve But first.
Definition of Computer Graphics
Chapter 14: Simulation, Graphics, and Other Applications Chapter 14 Simulation, Graphics, and Other Applications Page 148 In order to gain insight into.
Virtual reality. Tasks 3D digital model from planes 3D digital model of existing objects Office work Field observations Solid modeling Photogrammetry.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Grafis 3D. What is 3D?  3D Image x, y, z Tell a story, more information  2D Image x, y Communicate something simple (ie. cheat)
Computer Visualization BIM Curriculum 03. Topics  History  Computer Visualization Methods  Visualization Workflow  Technology Background.
Facial animation retargeting framework using radial basis functions Tamás Umenhoffer, Balázs Tóth Introduction Realistic facial animation16 is a challenging.
Invitation to Computer Science 5th Edition
Advanced Computer Graphics March 06, Grading Programming assignments Paper study and reports (flipped classroom) Final project No written exams.
3D COMPUTER GRAPHICS IMD Chapter 1: 3D Computer Graphics Chapter 1: 1 Lecturer: Norhayati Mohd Amin.
Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Character Animation for Realtime Applications Michael Putz Klaus Hufnagl Institute of Computer Graphics Graz University of Technology Austria.
Computer Graphics 2 In the name of God. Outline Introduction Animation The most important senior groups Animation techniques Summary Walking, running,…examples.
CSE 381 – Advanced Game Programming Code Setup.
Achieving Believable Psychosocial Behaviour in Non-player Characters in Modern Video Games Christine Bailey, Jiaming You, Gavan Acton, Adam Rankin, and.
Advanced Computer Graphics Advanced Shaders CO2409 Computer Graphics Week 16.
3D animation is rendered clip of animated 3D objects in a 3D environment. An example: Examples of movies released in 3D are Toy Story, Cars, Shrek, Wall-E,
Virtual Systems Engineering Course objective: To study methods for design and analysis of virtual systems What is a virtual system ? A virtual system is.
Crowds (and research in animation and games) CSE 3541 Matt Boggus.
BUMP-MAPPING SET09115 Intro to Graphics Programming.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Vertices, Edges and Faces By Jordan Diamond. Vertices In geometry, a vertices is a special kind of point which describes the corners or intersections.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Havok FX Physics on NVIDIA GPUs. Copyright © NVIDIA Corporation 2004 What is Effects Physics? Physics-based effects on a massive scale 10,000s of objects.
Maths & Technologies for Games Graphics Optimisation - Batching CO3303 Week 5.
March 7, D Topography in Virtual Environments TUDelft Computer Graphics & CAD/CAM group VRLab at TUDelft My PhD work, in progress: “Architectures.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Module 06 –environment mapping Module 06 – environment mapping Module 06 Advanced mapping techniques: Environment mapping.
Advanced Games Development Game Physics CO2301 Games Development 1 Week 19.
Lecture 5: 11/5/1435 Computer Animation Lecturer/ Kawther Abas CS- 375 Graphics and Human Computer Interaction.
CS F EBRUARY 9, 2016 P ARTS G AME A RCHITECTURE, M EMORY, AND I/O S YSTEMS G AME T IMING G AME T IMING G AME P ARALLELISM G AME P ARALLELISM.
Non-Photorealistic Rendering FORMS. Model dependent Threshold dependent View dependent Outline form of the object Interior form of the object Boundary.
Animation Animation is about bringing things to life Technically: –Generate a sequence of images that, when played one after the other, make things move.
2D T EXTURES & T EXTURE M APPING AND S PECIAL E FFECTS T ILING T ILING B UMP M APPING B UMP M APPING E NVIRONMENT AND S HADOW M APPING E NVIRONMENT AND.
Visualization of Three-Dimensional Geometric Models in a Stereoscopic System Rositsa Radoeva Assistant professor at St. Cyril and St. Methodius University.
Story composition Pt. 2 Game Design.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Use Autodesk® Maya® 2011 and Autodesk® Mudbox® 2011 to build up modern game producing work flow  Jerry Zhao  3D Technology Expert of Shangqi Technology.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
CS Chapter 11.5 – Computer GraphicsPage 145 Computer Graphics Recent advances in processor power, display technology, memory capacity, and rendering.
Crowds (and research in computer animation and games)
Games Development Practices 3D Modelling
Week 12 - Thursday CS361.
Dystopia game Amjd , Iyad , Haytham.
Game Design, Development, and Technology
Crowds (and research in computer animation and games)
CSE 381 – Advanced Game Programming Terrain
Prepared by: Engr . Syed Atir Iftikhar
Chapter I Introduction
WELCOME.
CS-378: Game Technology Lecture #4: Texture and Other Maps
Computer Graphics Lecture 15.
Using billboards within games
Presentation transcript:

ACM S TUDENT C HAPTER M EETING ! Wednesday September 20, :00 – 3:00 PM Engineering Building 0012 T ERRAIN R ENDERING C OMPOSITE T EXTURES O BSTACLE A VOIDANCE Bill White will present an overview of several tutorials and panel discussions that took place at SIGGRAPH 2000 concerning research directions for the computer and video gaming industry. R ESEARCH D IRECTIONS IN C OMPUTER & V IDEO G AMES

The video gaming industry is booming! This year, for the first time, computer and video game revenue in the U.S. will exceed feature film revenue! Cinema-quality graphics have been achieved in affordable platforms, driven by advances in processor and memory technology.

Where does computer graphics fit in? Unfortunately, like the film industry, the computer game industry has limited resources (particularly time) for R&D. It relies instead on academia and game platform developers to provide the research that results in game advances.

What’s so different about games research? The momentum for graphics research in the past has come from applications in the film industry and the scientific community. Prioritized:  High quality images  Massive data sets Prioritized:  High quality images  Massive data sets Deprioritized:  Real-time processing  Inexpensive platform Deprioritized:  Real-time processing  Inexpensive platform Graphics research is being increasingly propelled by the video gaming and virtual reality industries. Prioritized:  High quality images  Massive data sets Prioritized:  High quality images  Massive data sets Reprioritized:  Real-time processing  Inexpensive platform Reprioritized:  Real-time processing  Inexpensive platform

Problem Area #1: Scene Complexity Unlike the simple games of yesteryear, modern games require multiple characters interacting in elaborate environments, with independent motion and (hopefully) realistic levels of detail. Approach A: Brute force modeling of vast numbers of polygons. Problem: Serious processing. Approach A: Brute force modeling of vast numbers of polygons. Problem: Serious processing. Approach B: Fast-processing, low-memory NURBS models of surfaces. Problem: Counterintuitive modeling. Approach B: Fast-processing, low-memory NURBS models of surfaces. Problem: Counterintuitive modeling. Approach C: Progressive meshes for continuous level-of-detail. Problem: Smooth interpolation. Approach C: Progressive meshes for continuous level-of-detail. Problem: Smooth interpolation.

Brute Force Large Poly-Count Display Tens of thousands of polygons rendered at once. The vertices of distant polygons might be merged to make larger, less detailed polygons. Active polygon list must be continually updated as player navigates playing field.

70,000 triangles 30,000 vertices 153 patches NURBS Surface Modeling Large models can be effectively stored in a fraction of the space and processed in a fraction of the time as polygonal models. Developing the vertex sets for such models is rather elaborate and counterintuitive.

Continuous Level-of-Detail Rather than using a single polygonal model for each object, use multiple models, displaying the more detailed one when the object is closer to the viewer. Artists are encouraged to composite multiple texture maps, to improve run-time performance by reducing retrieval time. This intensifies the problem of texture seams where the texture has been stitched together.

Problem Area #2: Realistic Behavior Having characters and objects within the game environment behave “appropriately” is a particular challenge to game developers. Physics in Games  How to efficiently program the laws of physics into a game? Physics in Games  How to efficiently program the laws of physics into a game? Emotion Synthesis How to mimic human behavior so characters not controlled by the player react in a seemingly emotional fashion? Emotion Synthesis How to mimic human behavior so characters not controlled by the player react in a seemingly emotional fashion? Steering Behavior  How to get large numbers of characters to behave like a group of individuals? Steering Behavior  How to get large numbers of characters to behave like a group of individuals?

Physics in Games Years of research in the field of scientific visualization have yielded several efficient methods for rendering rigid bodies and fluid dynamics. Everything gets a bit more complex when the game player is allowed to interact with the environment at will.

Steering Behavior Some game objects (enemy starfighters, attacking dinosaurs, etc.) tend to behave in “flocks” or “herds”, yielding behavior patterns that aren’t that difficult to program or that time-consuming to render. PursuitPursuit Obstacle Avoidance Neighbor Detection AlignmentAlignment Formation Cornering

Emotion Synthesis Having game characters react “emotionally” to the environment and the developments in the game’s storyline can greatly enhance the gaming experience. Programming the character to react to interactive (i.e., non- canned) stimuli can be incredibly difficult. One solution: Network multiple players together so each character is controlled by a separate emotion-driven player!