Difference between revisions of "GAM670/DPS905 Weekly Schedule 20111"
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=== This Week === | === This Week === | ||
− | |||
* Suggested Enhancements | * Suggested Enhancements | ||
* Assignment Discussion | * Assignment Discussion | ||
+ | * Review of base code | ||
+ | ** camera, sound, and light attachments now made at the Frame class | ||
+ | ** textures still attach at the object level | ||
+ | ** texture connection uncoupled from drawing | ||
+ | ** time tracking now within HUD class completely | ||
+ | ** introduction of relative reference frames | ||
+ | ** very simple collision detection | ||
* Relative Reference Frames | * Relative Reference Frames | ||
+ | ** Recursive calls | ||
+ | **: Vector Frame::position() | ||
+ | **: Matrix Frame::rotation() | ||
+ | **: Matrix Frame::world() | ||
+ | ** Detaching from and attaching to a parent frame | ||
+ | **: Frame::attachTo() | ||
* Visibility Determination | * Visibility Determination | ||
+ | ** Plane | ||
+ | **: normal + constant - examples | ||
+ | **: equation of a plane: dot(n, x) + D = 0 | ||
+ | **: positive side of a plane dot(n, x) + D > 0 | ||
+ | **: test a point for presence within a set of planes | ||
+ | **: normal calculations - general rotation matrix - vector and angle | ||
+ | ** ViewingFrustum | ||
+ | **: parameters | ||
+ | **:: near-clipping plane | ||
+ | **:: far-clipping plane | ||
+ | **:: field of view angle | ||
+ | **:: aspect ratio | ||
+ | **: 6 planes | ||
+ | **:: near and far planes | ||
+ | **:: left and right planes | ||
+ | **:: top and bottom planes | ||
+ | **: coding | ||
+ | **:: constructor | ||
+ | **:: ViewingFrustum::contains() | ||
+ | * Finite Size of Objects | ||
+ | *: Expansion of the Viewing Frustum | ||
+ | *: Bounded Volume | ||
+ | *:: BoundedVolume : Frame | ||
+ | *:: BoundedVolume::setRadius() | ||
+ | *:: BoundedVolume::getRadius() | ||
=== To Do === | === To Do === | ||
− | # Uninstall DirectX SDK 9.0c August 2007 | + | <!--# Uninstall DirectX SDK 9.0c August 2007 |
# Install DirectX SDK 9.0 June 2010 | # Install DirectX SDK 9.0 June 2010 | ||
# Run First Modeling Sample | # Run First Modeling Sample | ||
− | # Port Game Design over to Update Base Code | + | # Port Game Design over to Update Base Code--> |
=== Resources === | === Resources === | ||
− | |||
== Week 2 - Jan 16 == | == Week 2 - Jan 16 == | ||
Line 26: | Line 62: | ||
=== This Week === | === This Week === | ||
* Collision Detection | * Collision Detection | ||
+ | *: types of colliders | ||
+ | *:: spheres | ||
+ | *:: planes | ||
+ | *:: axis-aligned bounding boxes | ||
+ | *:: oriented bounding boxes | ||
* Comprehensive Camerawork | * Comprehensive Camerawork | ||
− | * Billboards | + | *: rotation about an axis |
− | * Index Buffers | + | *: order of rotation matters |
+ | *: Euler angles | ||
+ | *: gimble lock | ||
+ | *:: quaternions | ||
+ | *:: geometric algebra (more abstract) | ||
+ | * Billboards | ||
+ | *: definition, purpose of a billboard | ||
+ | *: types of billboards | ||
+ | * SkyBox | ||
+ | *: definition of a skybox | ||
+ | *: other forms | ||
+ | * Index Buffers | ||
+ | *: amount of storage needed for vertex data | ||
+ | *: duplication of vertex data | ||
+ | *: indexing | ||
+ | *: indexed primitives | ||
+ | * Meshes | ||
+ | *: Stock Objects | ||
+ | *:: Sphere | ||
+ | *:: Cylinder | ||
+ | *:: Torus | ||
+ | *:: Utah Teapot | ||
+ | *: Simple Mesh COM object | ||
+ | *:: What is a mesh? | ||
+ | *:: Create a Mesh | ||
+ | *:: DrawSubset | ||
+ | *:: FVF settings | ||
=== To Do === | === To Do === | ||
− | * Form Teams, Identify Members ( | + | * Form Teams, Identify Members (2-5 members) and add your team and members to [[GAM670/DPS905 Teams 20111 | Teams 20111]] ''' Before Thursday 20th'''. |
* Confirm your name and information at [[GAM670/DPS905Student List 20111 | Student List 20111]] | * Confirm your name and information at [[GAM670/DPS905Student List 20111 | Student List 20111]] | ||
+ | |||
+ | === Resources === | ||
== Week 3 - Jan 23 == | == Week 3 - Jan 23 == | ||
Line 38: | Line 107: | ||
=== To Do === | === To Do === | ||
=== Resources === | === Resources === | ||
− | + | * [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK June 2010] | |
== Week 4 - Jan 30 == | == Week 4 - Jan 30 == | ||
=== This Week === | === This Week === | ||
+ | * [http://msdn.microsoft.com/en-us/library/bb147178%28v=VS.85%29.aspx Mathematics of Lighting] | ||
+ | * Vertex Shaders | ||
+ | * Lighting in Vertex Shaders | ||
+ | ** Notation | ||
+ | **: G<sub>a</sub> - global ambient color | ||
+ | **: C<sub>a</sub> - material ambient color | ||
+ | **: C<sub>d</sub> - material diffuse color | ||
+ | **: C<sub>s</sub> - material specular color | ||
+ | **: L<sub>a<sub>i</sub></sub> - ambient color of light i | ||
+ | **: L<sub>d<sub>i</sub></sub> - diffuse color of light i | ||
+ | **: L<sub>s<sub>i</sub></sub> - specular color of light i | ||
+ | **: L<sub>dir<sub>i</sub></sub> - direction vector of light i | ||
+ | **: N - normal to the surface at the vertex | ||
+ | *** [http://msdn.microsoft.com/en-us/library/bb172279%28v=VS.85%29.aspx Attenuation and Spotlight Factors] | ||
+ | **** Atten<sub>i</sub> - attenuation of light i | ||
+ | ***: d<sub>i</sub> - distance from light i | ||
+ | ***:: d<sub>i</sub> = |L<sub>dir<sub>i</sub></sub>| | ||
+ | ***: a<sub>0</sub> - constant attenuation factor | ||
+ | ***: a<sub>1</sub> - linear attenuation factor | ||
+ | ***: a<sub>2</sub> - quadratic attenuation factor | ||
+ | ***: Atten<sub>i</sub> = 1/(a<sub>0</sub> + a<sub>1</sub> d<sub>i</sub> + a<sub>2</sub> d<sub>i</sub><sup>2</sup>) | ||
+ | ***: Atten<sub>i</sub> = [0, 1] | ||
+ | **** Spot<sub>i</sub> - spot factor of light i | ||
+ | ***: Spot<sub>i</sub> = {[r<sub>i</sub> - cos(phi<sub>i</sub>/2)]/[cos(theta<sub>i</sub>/2) - cos(phi<sub>i</sub>/2)]}<sup>f<sub>i</sub></sup> | ||
+ | ***: r<sub>i</sub> - cosine of angle from axis of spotlight<sub>i</sub> | ||
+ | ***:: r<sub>i</sub> = norm(- light direction in camera space) . norm(L<sub>dir<sub>i</sub></sub>) | ||
+ | ***: phi<sub>i</sub> - penumbra (exterior cone) angle of spotlight<sub>i</sub> | ||
+ | ***: theta<sub>i</sub> - umbra (interior cone) angle of spotlight<sub>i</sub> | ||
+ | ***: f<sub>i</sub> - falloff factor of spotlight<sub>i</sub> | ||
+ | ** [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong and Phong] | ||
+ | **: V - viewpoint vector | ||
+ | **:: V = norm(Camera<sub>position</sub> - Vertex<sub>position</sub>) | ||
+ | ** Phong - account accurately for position of viewer | ||
+ | **: Specular reflectance = (R<sub>i</sub> . V)<sup>p<sub>i</sub></sup> | ||
+ | **: R<sub>i</sub> - reflection vector | ||
+ | **:: R<sub>i</sub> = 2 * (N . L<sub>dir<sub>i</sub></sub>) N - L<sub>dir<sub>i</sub></sub> | ||
+ | **: p<sub>i</sub> - true specular power of light i | ||
+ | **: | ||
+ | ** Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate | ||
+ | **: Specular reflectance = (N . H<sub>i</sub>)<sup>p'<sub>i</sub></sup> | ||
+ | **: H<sub>i</sub> - halfway vector | ||
+ | **:: H<sub>i</sub> = norm(V + L<sub>dir<sub>i</sub></sub>) | ||
+ | **:: H<sub>i</sub> = norm([0,0,1] + L<sub>dir<sub>i</sub></sub>) - less computationally intensive - assumes that camera is at infinity along z axis | ||
+ | **: p'<sub>i</sub> - adjusted specular power of light i | ||
+ | **: | ||
+ | ** [http://msdn.microsoft.com/en-us/library/bb172256%28v=VS.85%29.aspx Ambient] | ||
+ | **: C<sub>a</sub> * ( G<sub>a</sub> + sum [L<sub>a<sub>i</sub></sub> * Atten<sub>i</sub> * Spot<sub>i</sub>] ) | ||
+ | ** [http://msdn.microsoft.com/en-us/library/bb219656%28v=VS.85%29.aspx Diffuse] | ||
+ | **: C<sub>d</sub> * sum [ L<sub>d<sub>i</sub></sub> * (N . L<sub>dir<sub>i</sub></sub>) * Atten<sub>i</sub> * Spot<sub>i</sub> ] | ||
+ | ** [http://msdn.microsoft.com/en-us/library/bb147399%28VS.85%29.aspx Specular] | ||
+ | **: C<sub>s</sub> * sum [ L<sub>s<sub>i</sub></sub> * (N . H<sub>i</sub>)<sup>p'<sub>i</sub></sup> * Atten<sub>i</sub> * Spot<sub>i</sub> ] - Blinn-Phong | ||
+ | **: C<sub>s</sub> * sum [ L<sub>s<sub>i</sub></sub> * (R<sub>i</sub> . V)<sup>p<sub>i</sub></sup> * Atten<sub>i</sub> * Spot<sub>i</sub> ] - Phong | ||
+ | ** [http://msdn.microsoft.com/en-us/library/ff471376%28v=vs.85%29.aspx HLSL Intrinsic Functions] | ||
+ | *** [http://msdn.microsoft.com/en-us/library/bb509630%28v=vs.85%29.aspx normalize()] - normalize a vector | ||
+ | *** [http://msdn.microsoft.com/en-us/library/bb509594%28v=vs.85%29.aspx dot(,)] - dot product of two vectors of any size | ||
+ | *** [http://msdn.microsoft.com/en-us/library/bb509617%28v=vs.85%29.aspx length()] - length of a vector | ||
+ | *** [http://msdn.microsoft.com/en-us/library/bb509645%28v=vs.85%29.aspx saturate()] - clamp scalar, vector, or matrix to [0, 1] | ||
+ | |||
=== To Do === | === 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 === | === Resources === | ||
− | |||
== Week 5 - Feb 6 == | == Week 5 - Feb 6 == |
Latest revision as of 08:18, 3 February 2011
GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
GAM670/DPS905 -- Weekly Schedule 20111
Week 1 - Jan 9
This Week
- Suggested Enhancements
- Assignment Discussion
- Review of base code
- camera, sound, and light attachments now made at the Frame class
- textures still attach at the object level
- texture connection uncoupled from drawing
- time tracking now within HUD class completely
- introduction of relative reference frames
- very simple collision detection
- 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
- Visibility Determination
- Plane
- normal + constant - examples
- equation of a plane: dot(n, x) + D = 0
- positive side of a plane dot(n, x) + D > 0
- test a point for presence within a set of planes
- normal calculations - general rotation matrix - vector and angle
- ViewingFrustum
- parameters
- near-clipping plane
- far-clipping plane
- field of view angle
- aspect ratio
- 6 planes
- near and far planes
- left and right planes
- top and bottom planes
- coding
- constructor
- ViewingFrustum::contains()
- parameters
- Plane
- Finite Size of Objects
- Expansion of the Viewing Frustum
- Bounded Volume
- BoundedVolume : Frame
- BoundedVolume::setRadius()
- BoundedVolume::getRadius()
To Do
Resources
Week 2 - Jan 16
This Week
- Collision Detection
- types of colliders
- spheres
- planes
- axis-aligned bounding boxes
- oriented bounding boxes
- types of colliders
- Comprehensive Camerawork
- rotation about an axis
- order of rotation matters
- Euler angles
- gimble lock
- quaternions
- geometric algebra (more abstract)
- Billboards
- definition, purpose of a billboard
- types of billboards
- SkyBox
- definition of a skybox
- other forms
- Index Buffers
- amount of storage needed for vertex data
- duplication of vertex data
- indexing
- indexed primitives
- Meshes
- Stock Objects
- Sphere
- Cylinder
- Torus
- Utah Teapot
- Simple Mesh COM object
- What is a mesh?
- Create a Mesh
- DrawSubset
- FVF settings
- Stock Objects
To Do
- Form Teams, Identify Members (2-5 members) and add your team and members to Teams 20111 Before Thursday 20th.
- Confirm your name and information at Student List 20111
Resources
Week 3 - Jan 23
This Week
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()