Simulation Engines TDA571|DIT030 3D Graphics - Part 2
Tommaso Piazza
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Simulation Engines TDA571|DIT030 3D Graphics - Part 2 Tommaso - - PowerPoint PPT Presentation
Simulation Engines TDA571|DIT030 3D Graphics - Part 2 Tommaso Piazza 1 Administrative stuff Today 3D Graphics presentation Meet me in front of Grace Hopper Have you started coding? Where are your repositories? Pssst...
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IDC | Interaction Design Collegium
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from the position of the player character. Different camera views can have different displacements, and it may be possible to switch between them.
should be no intersection with the world geometry)
is positioned on the correct side of the wall
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3D primitive could correspond to one or several pixels depending on filtering settings, etc)
costly to process on the CPU
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http://en.wikipedia.org/wiki/File:Panorama_cube_map.png 12
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usually recycled)
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aliasing artifacts
algorithm
requires modifications to the meshes
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surfaces in shadow
receive a positive value
decrease where we leave the shadow volumes
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closest one to the light
regularly and allows reuse of frustum check code, etc
lights may require up to six individual textures per light
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not exist
by doing texture lookups in the vertex shader
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shader
with a reasonable number of parameters
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the image
kernel to approximate circle of confusion
and pre-blurred image for better image quality
“leaking” sharp foreground into blurry background
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IDC | Interaction Design Collegium
25-30fps in a game seems stuttering but works with film
done by using the accumulation buffer and combining previous frames with the current
high framerates
vertices along the direction of motion and fades their transparency
velocity buffer which determines how much to blur the scene in the post processing pass
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material Material/SOLID/TEX/sandstone.jpg { technique { pass { diffuse 0.8 0.8 0.8 specular 0.5 0.5 0.5 12.5 texture_unit { texture sandstone.jpg } } } }
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