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

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Presentation on theme: "Graphics, Modeling, and Textures Computer Game Design and Development."— Presentation transcript:

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

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 http://www.agidev.com/articles/a.php?id=6&page=4

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/ http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B3.aspx

13 Modeling

14 Modeling (cont)

15 Using Normal Maps and Textures

16 Normal Maps and LOD http://www.inition.co.uk/inition/product.php?SubCatID_=38&URL_=product_ffhaptic_sensable_claytools

17 http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png

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


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