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Game Design, Development, and Technology

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Presentation on theme: "Game Design, Development, and Technology"— Presentation transcript:

1 Game Design, Development, and Technology
CS 382 Game Design, Development, and Technology Mathematical Concepts Rotation Interpolation Fractals Procedural Texturing with Noise Part 4.1

2 Mathematical Concepts
Math Topic: Rotation Interpolation Interpolating between two 3D orientations can be mathematically complex. Traditional Approach Define the object’s orientation by means of rotations about the three coordinate axes (i.e., roll, pitch, yaw) Problem: “Gimbal lock” in which rotation about one axis can override rotation about another Common Approach Specify an axis and the rotation about that axis (used in OpenGL) Problem: Animated interpolation does not appear smooth Fancy Approach Essentially, specify a “look-at” vector, supplemented with a roll value (i.e., quaternions) Problem: Rather complicated mathematics, using an extension of complex analysis Part 4.1 Mathematical Concepts Page 116

3 Mathematical Concepts
Math Topic: Fractals Many rendered objects have self-similarity, i.e., when magnified, their details are graphically similar to the objects as a whole. Note how commonly rendered polyhedral objects don’t have this self-similar quality. Part 4.1 Mathematical Concepts Page 117

4 Mathematical Concepts
Fractal Generation Numerous mathematical and statistical techniques have been discovered to yield self-similar images when they’re applied to graphical rendering. L-Systems (Lindenmayer): Primitive Geometric Models The Koch Snowflake (above), formed by splitting equilateral triangles. The Twin Dragon Tile (below), which shifts alternating strips in alternating directions. Part 4.1 Mathematical Concepts Page 118

5 Mathematical Concepts
Fractal Terrains In games, fractals are commonly used to generate terrains, often with a 2D grid recursively subdivided with random heights generated at each progressive grid point. By color-coding different heights, a realistic terrain is produced. In games, the resulting image is sometimes used as a bitmap for texture-mapping. Part 4.1 Mathematical Concepts Page 119

6 Mathematical Concepts
Math Topic: Procedural Texturing with Noise Random number generation can also be used to generate procedural textures, which can add a photorealistic look to object surfaces. Regular, concentric-circle wood pattern Brownian motion turbulence function Scaled sum texture Texture mapped to toroidal object As the turbulence function becomes more complex, the textured image improves, but the processing time increases. Part 4.1 Mathematical Concepts Page 120


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