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1 KANG TAE-HO, JUNG IN-HWAN, Computer Graphics 3D Chess Presentation Team Name : Muzone OH SANG-HOON, 2008. 06. 19 HONG.

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Presentation on theme: "1 KANG TAE-HO, JUNG IN-HWAN, Computer Graphics 3D Chess Presentation Team Name : Muzone OH SANG-HOON, 2008. 06. 19 HONG."— Presentation transcript:

1 1 KANG TAE-HO, darktoy@ee JUNG IN-HWAN, inani38@ee Computer Graphics 3D Chess Presentation Team Name : Muzone OH SANG-HOON, ohsang55@ee 2008. 06. 19 HONG SANG-SEOCK, s2hong65@ee

2 2 List Contents Introduction Models and their Demo –Background –Chess piece models King Queen Bishop Rook Knight Pawn Future Works

3 3 Introduction Chess components NameSymbolAbbreviationNo. KingK1 QueenQ1 RookR2 BishopB2 KnightK2 PawnP8

4 4 Introduction Goals –3D chess game –We focus on representing an animation of chess- piece models Chess rules are not implemented in it –Model animation is created by 3DS Max tool

5 5 Models and their demo Background Modeling

6 6 Models and their demo Chess Board PerspectiveTop

7 7 Models and their demo Viewpoint Change –Spherical Coordinate System –Radius : page up/ down key –Theta : left, right key –Phi : up, down key

8 8 Model animation 6 Models –King, Queen, Bishop, Rook, Knight, and Pawn –All models are modified individually based on original shape of chess pieces –Each model has 4 motion patterns Standing, Moving, Fighting, and Dead

9 9 Chess pieces Modeling & Animation King –Have nobility –A upper class FightingDeadMoving

10 10 Chess pieces Modeling & Animation Queen –Have nobility –A upper class FightingDeadMoving

11 11 Chess pieces Modeling & Animation Bishop –Human-like model –A intermediate class FightingDeadMoving

12 12 Chess pieces Modeling & Animation Rook –Human-like model –A intermediate class Fighting MovingDead

13 13 Knight –Not human-like model –A lower class Chess pieces Modeling & Animation FightingDeadStandingMoving

14 14 Chess pieces Modeling & Animation Pawn –Not human-like model –A lower class StandingMovingFightingDead

15 15 Program Implementation Total War Local War

16 16 Future Works Using Animation Key frame Method  Huge computation time and memory are needed  It can be solved by using mesh simplification and ASE file type which can store both animation and mesh information

17 17 The E.N.D. E.N.D.


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