Difference between revisions of "GAM670/DPS905 Weekly Schedule 20121"
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*:: axis-aligned bounding boxes | *:: axis-aligned bounding boxes | ||
*:: oriented bounding boxes | *:: oriented bounding boxes | ||
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+ | === To Do === | ||
+ | * Research the feature that you are going to add and prepare a plan of action | ||
+ | * Prepare a team page for your team so that repos can be ordered | ||
+ | * Add a section to your team page to track your project and solicit commentary | ||
+ | |||
+ | === Resources === | ||
+ | |||
+ | <!-- | ||
+ | == Week 3 - Jan 23 == | ||
+ | === This Week === | ||
+ | * Collision Detection (cont'd) | ||
+ | *: Shape | ||
+ | *:: Shape : Frame | ||
+ | *:: Shape::setRadius() | ||
+ | *:: Shape::getRadius() | ||
+ | *:: Shape::setRadius(float r); | ||
+ | *:: Shape::setRadius(float x, float y, float z); | ||
+ | *:: Shape::getRadius() const { return radius; } | ||
+ | *:: Shape::setPlane(Vector n, float d); | ||
+ | *:: Shape::setAxisAligned(Vector min, Vector max); | ||
* Comprehensive Camerawork | * Comprehensive Camerawork | ||
*: rotation about an axis | *: rotation about an axis | ||
*: order of rotation matters | *: order of rotation matters | ||
*: Euler angles | *: Euler angles | ||
− | *: | + | *: gimbal lock |
*:: quaternions | *:: quaternions | ||
*:: geometric algebra (more abstract) | *:: geometric algebra (more abstract) | ||
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* Index Buffers | * Index Buffers | ||
*: amount of storage needed for vertex data | *: amount of storage needed for vertex data | ||
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*: indexing | *: indexing | ||
*: indexed primitives | *: indexed primitives | ||
+ | <!-- | ||
* Meshes | * Meshes | ||
*: Stock Objects | *: Stock Objects | ||
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*:: DrawSubset | *:: DrawSubset | ||
*:: FVF settings | *:: FVF settings | ||
+ | * SkyBox | ||
+ | *: definition of a skybox | ||
+ | *: other forms | ||
+ | * Billboards | ||
+ | *: definition, purpose of a billboard | ||
+ | *: types of billboards | ||
+ | --> | ||
<!-- | <!-- | ||
* Visibility Determination | * Visibility Determination | ||
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* Finite Size of Objects | * Finite Size of Objects | ||
*: Expansion of the Viewing Frustum | *: Expansion of the Viewing Frustum | ||
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=== To Do === | === To Do === | ||
=== Resources === | === Resources === |
Revision as of 18:57, 24 January 2012
GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
GAM670/DPS905 -- Weekly Schedule 20121
Week 1 - Jan 8
This Week
- Assignment Discussion
- Suggested Enhancements
- Review of the Base Code
- Definition of a Framework
- Modularity through stable interfaces
- Re-usability through generic components
- Extensibility through hook methods
- Inversion of control - determines which application methods to invoke in response to external events
- Framework Architecture
- Modelling Layer
- API Translation Layer
- Notable Features of the Base Code
- camera, sound, and light are also derived from the Frame class
- textures attach at the object level
- texture connection is uncoupled from drawing of the graphics primitives
- reference frames are relative
- very simple collision detection
- Definition of a Framework
To Do
- add your name to the student list
- create a team page that includes the semester number 20121
- describe the game that you intend to develop
- list the topics of interest to your team in developing its game
- list the other topics of interest
Resources
Week 2 - Jan 16
This Week
- Relative Reference Frames
- Recursive calls
- Vector Frame::position()
- Matrix Frame::rotation()
- Matrix Frame::world()
- Detaching from and attaching to a parent frame
- Frame::attachTo()
- Recursive calls
- Geometry
- Plane
- normal + constant - examples
- equation of a plane: dot(n, x) + D = 0
- positive side of a plane dot(n, x) + D > 0
- Plane
- Collision Detection
- types of colliders
- spheres
- planes
- axis-aligned bounding boxes
- oriented bounding boxes
- types of colliders
To Do
- Research the feature that you are going to add and prepare a plan of action
- Prepare a team page for your team so that repos can be ordered
- Add a section to your team page to track your project and solicit commentary
Resources
To Do
Resources
Week 4 - Jan 30
This Week
- Mathematics of Lighting
- Vertex Shaders
- Lighting in Vertex Shaders
- Notation
- Ga - global ambient color
- Ca - material ambient color
- Cd - material diffuse color
- Cs - material specular color
- Lai - ambient color of light i
- Ldi - diffuse color of light i
- Lsi - specular color of light i
- Ldiri - direction vector of light i
- N - normal to the surface at the vertex
- Attenuation and Spotlight Factors
- Atteni - attenuation of light i
- di - distance from light i
- di = |Ldiri|
- a0 - constant attenuation factor
- a1 - linear attenuation factor
- a2 - quadratic attenuation factor
- Atteni = 1/(a0 + a1 di + a2 di2)
- Atteni = [0, 1]
- Spoti - spot factor of light i
- Spoti = {[ri - cos(phii/2)]/[cos(thetai/2) - cos(phii/2)]}fi
- ri - cosine of angle from axis of spotlighti
- ri = norm(- light direction in camera space) . norm(Ldiri)
- phii - penumbra (exterior cone) angle of spotlighti
- thetai - umbra (interior cone) angle of spotlighti
- fi - falloff factor of spotlighti
- Blinn-Phong and Phong
- V - viewpoint vector
- V = norm(Cameraposition - Vertexposition)
- V - viewpoint vector
- Phong - account accurately for position of viewer
- Specular reflectance = (Ri . V)pi
- Ri - reflection vector
- Ri = 2 * (N . Ldiri) N - Ldiri
- pi - true specular power of light i
- Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate
- Specular reflectance = (N . Hi)p'i
- Hi - halfway vector
- Hi = norm(V + Ldiri)
- Hi = norm([0,0,1] + Ldiri) - less computationally intensive - assumes that camera is at infinity along z axis
- p'i - adjusted specular power of light i
- Ambient
- Ca * ( Ga + sum [Lai * Atteni * Spoti] )
- Diffuse
- Cd * sum [ Ldi * (N . Ldiri) * Atteni * Spoti ]
- Specular
- Cs * sum [ Lsi * (N . Hi)p'i * Atteni * Spoti ] - Blinn-Phong
- Cs * sum [ Lsi * (Ri . V)pi * Atteni * Spoti ] - Phong
- HLSL Intrinsic Functions
- normalize() - normalize a vector
- dot(,) - dot product of two vectors of any size
- length() - length of a vector
- saturate() - clamp scalar, vector, or matrix to [0, 1]
- Notation
To Do
- reorganize framework code so that vertex shader receives product of world, view, and projection matrices
- store viewProjection matrix as an instance variable in Display
- add viewProjection query to Display to extract product of view and projection matrices
- retrieve viewProjection in *::draw() method
- pre-multiply viewProjection by world to obtain composite matrix to pass to vertex shader
- add composite matrix to the constant table in the vertex shader
- reorganize framework code to minimize duplication of heading normalization
- perform normalization of heading in Display::beginDraw()
Resources
Week 5 - Feb 6
This Week
To Do
Resources
Week 6 - Feb 13
This Week
To Do
Resources
Week 7 - Feb 20
This Week
To Do
Resources
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