GAM670/DPS905 Weekly Schedule 20111
GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
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()