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Task Challenge \nted Challenge \nted Achievements Demo Game Terrains How can we create more interesting game terrains?

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Presentation on theme: "Task Challenge \nted Challenge \nted Achievements Demo Game Terrains How can we create more interesting game terrains?"— Presentation transcript:

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2 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains How can we create more interesting game terrains?

3 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains Methods Height maps

4 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains Methods Height maps Procedurally Generated

5 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains Methods Via Geometry Shaders Height maps Procedurally Generated

6 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains Methods Scanning Models Via Geometry Shaders Height maps Procedurally Generated

7 Task Challenge \nted Challenge \nted Achievements Demo Game Terrains Methods Drawbacks Heightmaps Lack of complexity in environment (No caves / tunnels) Procedurally Generated Can’t be saved and reused. Gameplay is inconsistent Geometry Shaders Difficulty in collision detection High computational costs Scanning Models Difficult to create Costly in time and resources

8 Challenge \nted Challenge \nted Achievements Demo Task Complex, Reusable, Cheap Terrains Perlin Noise Marching Cubes Algorithm

9 Challenge \nted Challenge \nted Achievements Demo Task Perlin Noise Implementation Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

10 Challenge \nted Challenge \nted Achievements Demo Task Perlin Noise Implementation Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

11 Challenge \nted Challenge \nted Achievements Demo Task Perlin Noise Implementation Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

12 Challenge \nted Challenge \nted Achievements Demo Task Marching Cubes Implementation Algorithm / Look-Up Table Actually algorithmically described all 256 cases Face Normals / Winding Order Correctly had face normals face away from bounded density areas Vertex Normals Achieved weight averaged normals for verticies by comparing to neighbors OBJ Export Allowed surface to be exported as OBJ file for loading into Maya and eventually games

13 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

14 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

15 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

16 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

17 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

18 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

19 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

20 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

21 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

22 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

23 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

24 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

25 Challenge \nted Challenge \nted Achievements Demo Task Progression Images

26 Challenge \nted Challenge \nted Achievements Demo Task Marching Cubes Implementation Mesh Construction Built lookup table of each case Built final mesh by adding position OpenGL Implementation Used Vertex Arrays for speed increase GLSL for custom shading

27 Challenge \nted Challenge \nted Achievements Demo Task Q & A Demo

28 Challenge \nted Challenge \nted Achievements Demo Task Q & A Questions?


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