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High detail models, depth of field, soft shadows, reflective surfaces. (Image created by Toxic Studios using Brazil R/S)

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Presentation on theme: "High detail models, depth of field, soft shadows, reflective surfaces. (Image created by Toxic Studios using Brazil R/S)"— Presentation transcript:

1 high detail models, depth of field, soft shadows, reflective surfaces. (Image created by Toxic Studios using Brazil R/S)

2 refraction, reflection index of refraction varies with light wavelength creating rainbow effects. + 30 minutes render time per frame. (From the Brazil R/S Gallery)

3 Castle Wolfenstien (1992) The first popular 3D first person shooter. Was a 2D ray caster combined with vertical scan line rasterization. Written by John Carmark (who later created the Doom, and Quake series.)

4 Descent and Descent II (1994-95) One of the first popular true 3D textured polygon-based game. One of the first games to supported 3D graphics accelerators.

5 Lara Croft & Quake (1996) The first 2 major 3D textured polygon-based first person shooters. 3D graphics accelerators became popular

6 Doom III & Half-Life 2 (2004) New GPUs along with Cg/HLSL make the programmable pipeline usable. Absolutely beautiful effects.

7 Viewing in 3D

8 Projections Projections: key terms… –Projection from 3D to 2D is defined by straight projection rays (projectors) emanating from the 'center of projection', passing through each point of the object, and intersecting the 'projection plane' to form a projection.

9 Perspective Projections 2 different examples of a one-point perspective projection of a cube. (note: x and y parallel lines do not converge)

10 Objects Made up of sets of polygons –Which are made up of lines –Which are made of points –No curved surfaces Just a “shell” –Not a solid object +Y +Z+X Polygons

11 Simple 3D – Introduction *Everything* rendered is composed of vertices and triangles. You can use a lot of tiny polygons giving the impression of curved surfaces. Multiple layers of semi-transparent polygons can create smoke or fire effects.

12 Simple Shading – Wireframe

13 Simple Shading – Flat / Ambient

14 Simple Shading – Flat / Amb. + Diff.

15 Simple Shading – Gouraud / Amb. + Diff.

16 Simple Shading – Gouraud / Amb. + Diff. + Spec.

17 Simple Shading – Phong / Amb. + Diff. + Spec.

18 Simple Shading – Phong Calculate at each pixel of the triangle. Uses the interpolated surface normal, incoming light direction and the viewer direction to compute the specular, diffuse components.

19 Simple Textures - Introduction It is computationally more efficient to represent small details via textures (colors, bump maps, normal maps, etc.) than via adding more triangles.


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