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University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012.

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Presentation on theme: "University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012."— Presentation transcript:

1 University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012

2 What’s a 3d engine OGRE Core Class Structure University of Texas at Austin CS 378 – Game Technology Don Fussell 2

3 What are the objects? Geometry - polygon (triangle, quad) meshes University of Texas at Austin CS 378 – Game Technology Don Fussell 3

4 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 4 Hierarchical Modeling How can you make articulated characters move in the world? Move the whole character wrt the world Move legs, arms, head wrt body Move hands wrt arms Move upper vs. lower arm Same for legs

5 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 5 Symbols and instances Most graphics APIs support a few geometric primitives: spheres cubes triangles These symbols are instanced using an instance transformation.

6 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 6 Use a series of transformations Ultimately, a particular geometric instance is transformed by one combined transformation matrix: But it ’ s convenient to build this single matrix from a series of simpler transformations: We have to be careful about how we think about composing these transformations. (Mathematical reason: Transformation matrices don ’ t commute under matrix multiplication)

7 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 7 Connecting primitives

8 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 8 3D Example: A robot arm Consider this robot arm with 3 degrees of freedom: Base rotates about its vertical axis by  Upper arm rotates in its xy-plane by  Lower arm rotates in its xy-plane by  Q: What matrix do we use to transform the base? Q: What matrix for the upper arm? Q: What matrix for the lower arm? h1h1 h2h2 h3h3 Base Upper arm Lower arm

9 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 9 Hierarchical modeling Hierarchical models can be composed of instances using trees or DAGs: edges contain geometric transformations nodes contain geometry (and possibly drawing attributes) How might we draw the tree for the robot arm?

10 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 10 A complex example: human figure Q: What ’ s the most sensible way to traverse this tree?

11 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 11 Human figure implementation, OpenGL figure() { torso(); glPushMatrix(); glTranslate(... ); glRotate(... ); head(); glPopMatrix(); glPushMatrix(); glTranslate(... ); glRotate(... ); left_upper_arm(); glPushMatrix(); glTranslate(... ); glRotate(... ); left_lower_arm(); glPopMatrix();... }

12 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 12 Animation The above examples are called articulated models: rigid parts connected by joints They can be animated by specifying the joint angles (or other display parameters) as functions of time.

13 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 13 Key-frame animation The most common method for character animation in production is key-frame animation. Each joint specified at various key frames (not necessarily the same as other joints) System does interpolation or in-betweening Doing this well requires: A way of smoothly interpolating key frames: splines A good interactive system A lot of skill on the part of the animator

14 University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 14 Scene graphs The idea of hierarchical modeling can be extended to an entire scene, encompassing: many different objects lights camera position This is called a scene tree or scene graph. Camera Light1 Light2 Object2Object3 Scene Object1


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