4 Perspective, Scene Design, and Basic Animation.

Slides:



Advertisements
Similar presentations
Book Scanning & Digital Image Production The VRC Guide to Imaging By Kate Stepp.
Advertisements

Perspective, Scene Design, and Basic Animation
Without these building blocks the principles are meaningless.
3D Graphics Rendering and Terrain Modeling
Digital Imaging and Image Analysis
Chapter 2: Time and Space Lecturer: Norhayati Mohd Amin.
CS 4363/6353 INTRODUCTION TO COMPUTER GRAPHICS. WHAT YOU’LL SEE Interactive 3D computer graphics Real-time 2D, but mostly 3D OpenGL C/C++ (if you don’t.
HCI 530 : Seminar (HCI) Damian Schofield.
CGDD 4003 THE MASSIVE FIELD OF COMPUTER GRAPHICS.
Three-Dimensional Concepts
Permission granted to reproduce for educational use only. © Goodheart-Willcox Co., Inc.
Vector vs. Bitmap SciVis V
Perspective, Scene Design, and Basic Animation
Art Elements Technology.
V Obtained from a summer workshop in Guildford County July, 2014
What is digital resolution all about? Jellybean portrait shows us how units of color placed together make an image.
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - GRAPHICS. In this chapter how the computer creates, stores, and displays graphic images how the computer creates,
Visual Representation of Information
Elements of Art.
The Elements of Art The elements of art are utilized by all artists, and a greater understanding of the principles which are used leads to a greater understanding.
Kinds of Graphics and Composition Vector Graphics Vs Bitmapped Graphics.
and how they impact our lives.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
CSE 381 – Advanced Game Programming Basic 3D Graphics
Simple Graphics. Graphics Used in PowerPoint, Web pages and others Basic Knowledge drawing change of colour, shape and others acquiring, video camera,
4 Perspective, Scene Design, and Basic Animation.
Elements of Art (pages 32-36)
I-1 Steps of Image Generation –Create a model of the objects –Create a model for the illumination of the objects –Create an image (render) the result I.
Vector vs. Bitmap
Introduction to Textures and Skins Chapter 8 & 9 3D Game Programming All-in-One By Ken Finney.
Computer Graphics Lecture 1 July 11, Computer Graphics What do you think of? The term “computer graphics” is a blanket term used to refer to the.
Composition: The Graphics Unit of Study. What is a camera angle? This is the angle from which the camera photographs a subject or scene. There are a great.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Graphics Systems and OpenGL. Business of Generating Images Images are made up of pixels.
ENTC 1110 OBLIQUE PICTORIALS.
Elements of Art The elements of art are a set of visual techniques that describe ways of presenting artwork. Elements of art also refer to the visual language.
Composition: The Graphics Unit of Study. What is a camera angle? This is the angle from which the camera photographs a subject or scene. There are a great.
INT 840E Computer graphics Introduction & Graphic’s Architecture.
Elements of Art -&- Principles of Design. Elements of Art Line Shape Form Space Texture Value Color.
Autodesk VIZ Fundamentals Chapters 1-2 Ethier and Ethier PART ONE: Introduction To Computer Animation Chapters 1&2: Introduction to Three- Dimensional.
Game Programming 06 The Rendering Engine
CHAPTER 8 Color and Texture Mapping © 2008 Cengage Learning EMEA.
The Seven Elements of Art Ms. Hanson/ART 1. Definition of The Elements of Art The elements of art are a commonly used group of aspects of a work of art.
Color Web Design Professor Frank. Color Displays Based on cathode ray tubes (CRTs) or back- lighted flat-screen Monitors transmit light - displays use.
CS COMPUTER GRAPHICS LABORATORY. LIST OF EXPERIMENTS 1.Implementation of Bresenhams Algorithm – Line, Circle, Ellipse. 2.Implementation of Line,
Anaglyph overview stereoscopic viewing technology.
Copyright © Curt Hill Meshes A Little More to Know.
Elements of Design Value and Color.
© ExplorNet’s Centers for Quality Teaching and Learning 1 Objective % Understand concepts used to create digital graphics.
Guilford County SciVis V104.03
Graphics Basic Concepts 1.  A graphic is an image or visual representation of an object.  A visual representation such as a photo, illustration or diagram.
Composition & Elements of Art and Principles of Design A artists toolbox.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Classic Graphic Design TheoryClassic Graphic Design Theory* * “classic theory” because it forms the basis for many decisions in design.
Applications and Rendering pipeline
The Elements of Art …. and how they impact our lives.
Vector vs. Bitmap. Vector Images Vector images (also called outline images) are images made with lines, text, and shapes. Test type is considered to be.
BITMAPPED IMAGES & VECTOR DRAWN GRAPHICS
Introduction to Computer Graphics
Objective % Explain design concepts used to create digital graphics.
Three-Dimensional Art Composition
What is digital resolution all about?
Vector vs. Bitmap.
Dimensional Trivia Clark, Savon White, James Simpson, Sabrina
DESIGN PRODUCTION ELEMENT OF DESIGN IN VECTOR GRAPHIC
Perspective, Scene Design, and Basic Animation
Perspective & Scene Design Part 1 January 18, 2017
3D Graphics Rendering PPT By Ricardo Veguilla.
What is digital resolution all about?
Objective % Explain design concepts used to create digital graphics.
Presentation transcript:

4 Perspective, Scene Design, and Basic Animation

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Storyboards A plan to tell the game story Sketch important frames Describe important action

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Image Properties Digital images Measured in pixelspixels Clarity Resolution

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Clarity Pixel density Dots per inch (dpi) High resolution vs. low resolution

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Resizing and Resolution Enlarging low-resolution images Pixilation Blurry Interpolation Color blending Native poles Dithering

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Resizing and Resolution The computer may blend colors when interpolating pixels

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Game Map Game map often is larger than screen size Map must scroll into the visible screenscroll Images can blur if movement is too fast Game can lag if image resolution is too high

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Digital Color Model RGB Red, green, and blue Colors blended to create all other colors

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Digital Color Model Creating an RGB color in Microsoft Office

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Digital Color Model HSL Hue, saturation, and luminescence The values for these properties create all colors

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Digital Color Model Creating an HSL color in Microsoft Office

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two-Dimensional Games Length and width only; no depth Game frame Includes all items needed to complete a level May not be all visible to player at once

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two-Dimensional Games Visible play area Part of the game frame seen by the player Scrolling if needed 2D assets are called sprites Sprite character set (sprite sheet)Sprite character set Movement direction animations Stopped animation images

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two-Dimensional Games A sprite character set from RPG Maker XP

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two-Dimensional Games Game frame coordinates Cartesian coordinate system has +Y up The Games Factory 2 has +Y down

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two and One-Half–Dimensional Games Hybrid 2D game map with 3D objects 3D game map with 2D objects Isometric board games

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Two and One-Half–Dimensional Games

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Three-Dimensional Games Length, width, and depth Coordinates in X, Y, and Z directions 3D assets are called models

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Three-Dimensional Games Perspective Visual perspective Vanishing point

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Displaying 3D Objects Pixel shading Light from light source Results in light and dark areas on the model Vertex Point on a 3D object Faces are between verticesFaces Wireframe view shows hidden edges and verticesWireframe

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Displaying 3D Objects Models are composed of vertices, edges, and faces

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Scaling 3D Objects Rendering Resizing Proportional (A) Nonproportional (B)

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Moving a 3D Object Resizes in line with visual perspective Distance between vertices is scaled Reading edge programmingReading edge Bounding box programmingBounding box

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Round Objects UV sphere U = X V = Y

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Round Objects Geodesic sphere Faces may be any regular polygon Icosphere most common type

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. What Is a Mesh? Mesh is polygonal shapes (polys) “glued” togetherMesh Provides the shape for the object Texture External color or image on the object Tessellates over the meshTessellates Stretched on the surface of each poly

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. What Is a Mesh? Texture is an image stretched over a mesh (Model courtesy of Autodesk)

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. What Is a Mesh? Poly count Increased poly count = smoother Increased poly count = longer render time

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Basic Animation Stop-motion frame animation Flip book style Static animation No articulation Active animation Articulated movement

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Static Animation In static animation, the object retains its original posestatic animation

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Active Animation In active animation, objects change posesactive animation

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Active animation An object changes poses while moving on the screen. Active objects Objects in the game frame with which the player can interact; can be programmed. Backdrop objects Objects in a game frame that the player can touch or walk behind, but do not damage or reward the player. Background objects Objects in the game frame with which the player cannot interact.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Bounding box Invisible cube inside of which a 3D object completely fits; used as a reference to rescale the 3D object. Camera Displays the visual play area of the game and follows the player wherever the character goes. Clarity How clearly images are displayed with either line or pixel density.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Color palette Set of colors used throughout a scene to maintain mood and continuity. Dithering Computer process of scattering pixels of different colors to approximate a true color. Dots per inch (dpi) Number of pixels per square inch; the higher the dpi, the clearer the picture. Faces Flat surfaces on a 3D model.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. First-person perspective Gameplay view where the players sees through the eyes of the character. Game frame All items programmed for a complete scene or level of a game. Hybrid Created by combining features from two different items.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Interpolation When resizing an image, the computer makes a decision to create a blended-color pixel where original pixels are moved. Mesh A 3D shape created with interconnecting polygons stuck together along their edges. Native poles Original pixels of an object before it was resized.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Pixels Picture elements; the smallest point or dot of color a computer screen can generate. Pixel shading Applying the principle of visual perspective such that as you move farther from the light source, things get darker. Pixilation Condition resulting in a blurry image; created by improper resizing.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Reading edge Line between two vertices on a 3D object that is used as a reference to rescale the object. Rendering Adding color and shading to represent a solid object. Scrolling Game frame is moved so the player is always in the visible play area. Second-person perspective Player sees the game as if the player were an opponent or intermediary; rarely used in video games.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Sprite character set Collection of poses for a single 2D asset. Static animation Object retains its original pose while moving. Tessellate Stretching of a color and texture map to apply a piece of the overall texture to each polygon of a 3D mesh. Third-person perspective Gameplay is viewed by a person who is not the player’s character or opponent, rather a neutral third person; spectator view.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Vanishing point Point in the background where the edges of all assets will meet at a single point if extended; the faraway point where an object seems to disappear as it becomes smaller. Visible play area The part of the game frame that is displayed on the video screen. Visual perspective Sense of depth using shading and narrowing to represent the third dimension of depth on a two- dimensional screen.

© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Wireframe View showing objects as if they are built with wire with visible edges and invisible faces.