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GAM670/DPS905 Weekly Schedule 20111

6,749 bytes added, 09:18, 3 February 2011
This Week
=== This Week ===
* Review of base code
* 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
* Collision Detection* Recursive calls**: Vector Frame::position()**: Matrix Frame::rotation()**: Matrix Frame::world()** Detaching from and attaching to a parent frame**: Frame::attachTo()* 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 ===
<!--# Uninstall DirectX SDK 9.0c August 2007
# Install DirectX SDK 9.0 June 2010
# Run First Modeling Sample
# Port Game Design over to Update Base Code-->
=== Resources ===
* [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK June 2010]
== Week 2 - Jan 16 ==
=== This Week ===
* Collision Detection
*: types of colliders
*:: spheres
*:: planes
*:: axis-aligned bounding boxes
*:: oriented bounding boxes
* Comprehensive Camerawork
*: rotation about an axis*: order of rotation matters*: Euler angles*: gimble lock*:: quaternions*:: geometric algebra (more abstract)* Billboards and Skyboxes*: 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 ===
* Form Teams, Identify Members (3 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]]
=== Resources === == Week 3 - Sep 19 Jan 23 ===== This Week ====== To Do ====== Resources ===* [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK June 2010] == Week 4 - Jan 30 ===== 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 ===* 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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