Graphics, Modeling, and Textures Computer Game Design and Development.

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Presentation transcript:

Graphics, Modeling, and Textures Computer Game Design and Development

Graphics Considerations Frame and back buffers – Avoid artifacts (jitter and visible drawing) – Swap or copy? Depth and stencil buffer Triangles – Easily interpolate – Planarity Vertices & coordinate space

Depth Bits From

Limiting What we Render View frustrum – Near and far planes Clipping Cull when possible – Render Volume Partitioning

Backface Culling

Quadtree partitioning Collision detection Outdoor visibility checking Algorithm (2D): – X/Y : consider bits – Left shift at each level in tree – When at leaf, stop

Quadtree Visualized

Graphic Primitives

Mesh as Triangle Strip

Indexed Strips

Applying Textures

Lighting

Modeling

Modeling (cont)

Using Normal Maps and Textures

Normal Maps and LOD

Level of Detail Hardware limits number of polys rendered Use high-level models when possible Drop to low poly models (LOD) when needed

Level Editing Target fixed poly count (thought allow for flexibility and customization)

Low-Poly Count Modeling

Final thoughts Major difference in modeling and using models Art & programming & level/character design Take graphics in summer!