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

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Presentation transcript:

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

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

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

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

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

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

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

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

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

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

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

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

Challenge \nted Challenge \nted Achievements Demo Task Progression Images

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

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

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