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Graphics, Modeling, and Textures

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Presentation on theme: "Graphics, Modeling, and Textures"— Presentation transcript:

1 Graphics, Modeling, and Textures

2 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

3 Depth Bits From

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

5 Backface Culling

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

7 Quadtree Visualized

8 Graphic Primitives

9 Mesh as Triangle Strip

10 Indexed Strips

11 Applying Textures

12 Lighting http://machinesdontcare.wordpress.com/2008/06/

13 Modeling

14 Modeling (cont)

15 Using Normal Maps and Textures

16 Normal Maps and LOD

17

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

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

20 Low-Poly Count Modeling

21 Animation Models consists of multiple meshes
Each mesh has it’s own local coordinates for the vertices in the mesh Meshes can be “connected” relative to each other via skeletons/bones (rigging) Render each mesh & position them correctly Animating a model involves transformations on a per-mesh basis

22 Final thoughts Major difference in modeling and using models
Art & programming & level/character design are of primary consideration


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