Difference between revisions of "GAM670/DPS905 Weekly Schedule 20111"
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* Vertex Shaders | * Vertex Shaders | ||
* Lighting in Vertex Shaders | * Lighting in Vertex Shaders | ||
− | ** Lighting Formulas | + | ** [http://msdn.microsoft.com/en-us/library/aa451203.aspx Lighting Formulas] |
+ | *** Notation | ||
+ | ***: C<sub>a</sub> - material ambient color | ||
+ | ***: G<sub>a</sub> - global ambient color | ||
+ | ***: Atten<sub>i</sub> - attenuation of light i | ||
+ | ***: L<sub>a</sub><sub>i</sub> - ambient color of light i | ||
+ | ***: | ||
*** Ambient | *** Ambient | ||
+ | ***: C<sub>a</sub> * ( G<sub>a</sub> + Atten<sub>i</sub> * sum[ L<sub>a</sub><sub>i</sub> ]) | ||
*** Diffuse | *** Diffuse | ||
+ | ***: sum [ C<sub>d</sub> * L<sub>d</sub> * (N . L<sub>dir</sub>) * Atten ] | ||
*** Specular | *** Specular | ||
+ | ***: | ||
** [http://msdn.microsoft.com/en-us/library/ff471376%28v=vs.85%29.aspx HLSL Intrinsic Functions] | ** [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/bb509630%28v=vs.85%29.aspx normalize()] - normalize a vector |
Revision as of 16:19, 2 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
- Vertex Shaders
- Lighting in Vertex Shaders
- Lighting Formulas
- Notation
- Ca - material ambient color
- Ga - global ambient color
- Atteni - attenuation of light i
- Lai - ambient color of light i
- Ambient
- Ca * ( Ga + Atteni * sum[ Lai ])
- Diffuse
- sum [ Cd * Ld * (N . Ldir) * Atten ]
- Specular
- Notation
- 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]
- Lighting Formulas
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()