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GAM670/DPS905 Weekly Schedule 20111

4,979 bytes added, 09:18, 3 February 2011
This Week
=== 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
*:: Torus
*:: Utah Teapot
*: Simple Mesh COM object*:: What is a mesh?*:: Createa Mesh
*:: DrawSubset
*:: FVFsettings
=== 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 ===
=== 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 ==

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