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Graphics, Modeling, and Textures
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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
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Depth Bits From
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Limiting What we Render
View frustrum Near and far planes Clipping Cull when possible Render Volume Partitioning
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Backface Culling
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Quadtree partitioning
Collision detection Outdoor visibility checking Algorithm (2D): X/Y : consider bits Left shift at each level in tree When at leaf, stop
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Quadtree Visualized
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Graphic Primitives
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Mesh as Triangle Strip
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Indexed Strips
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Applying Textures
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Lighting http://machinesdontcare.wordpress.com/2008/06/
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Modeling
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Modeling (cont)
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Using Normal Maps and Textures
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Normal Maps and LOD
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Level of Detail Hardware limits number of polys rendered
Use high-level models when possible Drop to low poly models (LOD) when needed
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Level Editing Target fixed poly count (thought allow for flexibility and customization)
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Low-Poly Count Modeling
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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
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Final thoughts Major difference in modeling and using models
Art & programming & level/character design are of primary consideration
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