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Published byLuke McCarthy Modified over 8 years ago
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Graphics, Modeling, and Textures Computer Game Design and Development
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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 http://www.agidev.com/articles/a.php?id=6&page=4
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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/ http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B3.aspx
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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 http://www.inition.co.uk/inition/product.php?SubCatID_=38&URL_=product_ffhaptic_sensable_claytools
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http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png
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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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Final thoughts Major difference in modeling and using models Art & programming & level/character design Take graphics in summer!
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