Difference between revisions of "GAM670/DPS905 Weekly Schedule 20111"

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(This Week)
(This Week)
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***:: Atten<sub>i</sub> = [0, 1]
 
***:: Atten<sub>i</sub> = [0, 1]
 
***: Spot<sub>i</sub> - spot factor of light i
 
***: Spot<sub>i</sub> - spot factor of light i
 +
***::
 
***: L<sub>a</sub><sub>i</sub> - ambient color of light i
 
***: L<sub>a</sub><sub>i</sub> - ambient color of light i
 
***: L<sub>d</sub><sub>i</sub> - diffuse color of light i
 
***: L<sub>d</sub><sub>i</sub> - diffuse color of light i
Line 134: Line 135:
 
***: N - normal to the surface at the vertex
 
***: N - normal to the surface at the vertex
 
*** Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate
 
*** Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate
***: (N<sup>.</sup>H)<sup>p'</sup>
+
***: Specular reflectance = (N.H<sub>i</sub>)<sup>p'<sub>i</sub></sup>
 
***: H<sub>i</sub> - halfway vector
 
***: H<sub>i</sub> - halfway vector
 
***:: H<sub>i</sub> = norm(norm(Camera<sub>position</sub> - Vertex<sub>position</sub>) + L<sub>dir<sub>i</sub></sub>)
 
***:: H<sub>i</sub> = norm(norm(Camera<sub>position</sub> - Vertex<sub>position</sub>) + L<sub>dir<sub>i</sub></sub>)
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***: p'<sub>i</sub> - adjusted specular power of light i
 
***: p'<sub>i</sub> - adjusted specular power of light i
 
*** Phong - account accurately for position of viewer
 
*** Phong - account accurately for position of viewer
***: (R<sup>.</sup>V)<sup>p</sup>
+
***: Specular reflectance = (R<sub>i</sub>.V)<sup>p<sub>i</sub></sup>
 
***: R<sub>i</sub> - reflection vector
 
***: R<sub>i</sub> - reflection vector
 
***:: R<sub>i</sub> = 2 * (N . L<sub>dir<sub>i</sub></sub>) N - L<sub>dir<sub>i</sub></sub>
 
***:: R<sub>i</sub> = 2 * (N . L<sub>dir<sub>i</sub></sub>) N - L<sub>dir<sub>i</sub></sub>
***: V<sub>i</sub> - viewpoint vector
+
***: V - viewpoint vector
 
***: p<sub>i</sub> - true specular power of light i
 
***: p<sub>i</sub> - true specular power of light i
 
***:
 
***:

Revision as of 20:51, 2 February 2011


GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


GAM670/DPS905 -- Weekly Schedule 20111

Week 1 - Jan 9

This Week

  • Suggested Enhancements
  • Assignment Discussion
  • Review of base code
    • camera, sound, and light attachments now made at the Frame class
    • textures still attach at the object level
    • texture connection uncoupled from drawing
    • time tracking now within HUD class completely
    • introduction of relative reference frames
    • very simple collision detection
  • Relative Reference Frames
    • Recursive calls
      Vector Frame::position()
      Matrix Frame::rotation()
      Matrix Frame::world()
    • Detaching from and attaching to a parent frame
      Frame::attachTo()
  • Visibility Determination
    • Plane
      normal + constant - examples
      equation of a plane: dot(n, x) + D = 0
      positive side of a plane dot(n, x) + D > 0
      test a point for presence within a set of planes
      normal calculations - general rotation matrix - vector and angle
    • ViewingFrustum
      parameters
      near-clipping plane
      far-clipping plane
      field of view angle
      aspect ratio
      6 planes
      near and far planes
      left and right planes
      top and bottom planes
      coding
      constructor
      ViewingFrustum::contains()
  • Finite Size of Objects
    Expansion of the Viewing Frustum
    Bounded Volume
    BoundedVolume : Frame
    BoundedVolume::setRadius()
    BoundedVolume::getRadius()

To Do

Resources

Week 2 - Jan 16

This Week

  • Collision Detection
    types of colliders
    spheres
    planes
    axis-aligned bounding boxes
    oriented bounding boxes
  • Comprehensive Camerawork
    rotation about an axis
    order of rotation matters
    Euler angles
    gimble lock
    quaternions
    geometric algebra (more abstract)
  • Billboards
    definition, purpose of a billboard
    types of billboards
  • SkyBox
    definition of a skybox
    other forms
  • Index Buffers
    amount of storage needed for vertex data
    duplication of vertex data
    indexing
    indexed primitives
  • Meshes
    Stock Objects
    Sphere
    Cylinder
    Torus
    Utah Teapot
    Simple Mesh COM object
    What is a mesh?
    Create a Mesh
    DrawSubset
    FVF settings

To Do

  • Form Teams, Identify Members (2-5 members) and add your team and members to Teams 20111 Before Thursday 20th.
  • Confirm your name and information at Student List 20111

Resources

Week 3 - Jan 23

This Week

To Do

Resources

Week 4 - Jan 30

This Week

  • Vertex Shaders
  • Lighting in Vertex Shaders
    • Blinn-Phong and Phong
      • Notation
        Ga - global ambient color
        Ca - material ambient color
        Cd - material diffuse color
        Cs - material specular color
        Atteni - attenuation of light i
        di - distance from light i
        di = |Ldiri|
        a0 - constant attenuation factor
        a1 - linear attenuation factor
        a2 - quadratic attenuation factor
        Atteni = 1/(a0 + a1 di + a2 di2)
        Atteni = [0, 1]
        Spoti - spot factor of light i
        Lai - ambient color of light i
        Ldi - diffuse color of light i
        Lsi - specular color of light i
        Ldiri - direction vector of light i
        N - normal to the surface at the vertex
      • Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate
        Specular reflectance = (N.Hi)p'i
        Hi - halfway vector
        Hi = norm(norm(Cameraposition - Vertexposition) + Ldiri)
        Hi = norm([0,0,1] + Ldiri) - less computationally intensive - assumes that camera is at infinity along z axis
        p'i - adjusted specular power of light i
      • Phong - account accurately for position of viewer
        Specular reflectance = (Ri.V)pi
        Ri - reflection vector
        Ri = 2 * (N . Ldiri) N - Ldiri
        V - viewpoint vector
        pi - true specular power of light i
      • Ambient
        Ca * ( Ga + sum [Lai * Atteni * Spoti] )
      • Diffuse
        Cd * sum [ Ldi * (N . Ldiri) * Atteni * Spoti ]
      • Specular
        Cs * sum [ Lsi * (N . Hi)p'i * Atteni * Spoti ] - Blinn-Phong
        Cs * sum [ Lsi * (R . Vi)pi * Atteni * Spoti ] - Phong
    • HLSL Intrinsic Functions

To Do

  • reorganize framework code so that vertex shader receives product of world, view, and projection matrices
    • store viewProjection matrix as an instance variable in Display
    • add viewProjection query to Display to extract product of view and projection matrices
    • retrieve viewProjection in *::draw() method
    • pre-multiply viewProjection by world to obtain composite matrix to pass to vertex shader
    • add composite matrix to the constant table in the vertex shader
  • reorganize framework code to minimize duplication of heading normalization
    • perform normalization of heading in Display::beginDraw()

Resources

Week 5 - Feb 6

This Week

To Do

Resources

Week 6 - Feb 13

This Week

To Do

Resources

Week 7 - Feb 20

This Week

To Do

Resources