Download Graphics in Video Games: Techniques, Lighting, and Low Polygon Modeling and more Study notes Computer Science in PDF only on Docsity! Graphics in Games take 4390â4391/4451! level of detail in models lighting colors terrain maps texture maps shadows ray casting What would you do with substantially more graphics computing power? How have graphics influenced the development of games? Level of Detail: Modeling by hand or automatic? why artists will do better: knowledge about the model facial features, silhouette why use automatic meshing? cpu vs. artist time dynamically changing objects Art of Low Polygon Modeling know your limitations target face count Quake II 600 faces/character engine depends on vertices or faces? know what matters how will model be seen? back or front? near or far? alone or in groups? one model or articulated? closed model? organic vs. nonâorganic properties of model Techniques for Low Poly Models vertex merge edge division edge turn Progressive Meshing
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FIGURE 5. Bunny model at (left to right) 453, 200, and 100 vertices.
Lighting video games are different than stills or even animations: viewpoint, object motion Goals direct viewerâs attention emphasize depth and separation reveal texture, form create mood provide exposure and balance Properties of Lights quality: hard or soft direction: frontal, edge/side, back intensity: want objects to differ in brightness for separation and depth color and pattern: glow from sunset, grid from bars R Key Key FF Key FF Color Theory use color palette to set mood color temperature warm: red, redâorange, yellow, yellowâgreen cold: violet, blue, green, greenâyellow, blueâgreen weight: darkerâ>heavier depth: greyâ> more distant visibility: black/yellow green/white red/white blue/white white/blue black/white Raycasting grid world plane number of rays â> horizontal resolution + subsampling? tables of slopes for efficiency World walls at 90O wrt to floor walls made of uniform cubes floor flat each cube consists of 64x64 smaller units Viewer playerâs height, field of view x,y position of player facing direction (yaw) Finding Walls ray = viewing angle â30 for (col = 0; col++, ray += 60/320, col<320) FOV = 60 screen size = 320 follow ray until hit wall record distance to wall Finding Intersections find intersection points with the grid fixed number of ray angles: 360/(60/320) use a table for the slope Improvements doors and windows 45o walls platforms and ramps Drawing Walls find height of projected wall slice projection plane wall dist pp dist pw w pw pw/dist pp = w/dist pw