Difference between revisions of "GAM670/DPS905 Weekly Schedule 20121"

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(GAM670/DPS905 -- Weekly Schedule 20121)
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** perform normalization of heading in Display::beginDraw()
 
** perform normalization of heading in Display::beginDraw()
  
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+
 
 
== Week 6 - Feb 13 ==
 
== Week 6 - Feb 13 ==
 
=== This Week ===
 
=== This Week ===
* Effects Framework
+
* Vertex Shader Programming
 +
** Host
 +
**: APIPlatformSettings.h
 +
**:: VERTEX_SHADER_FILE
 +
**:: VERTEX_SHADER_ENTRY_POINT
 +
**: APIBase.h
 +
**:: static IDirect3DVertexShader9* vertexShader; // vertex shader
 +
**:: static ID3DXConstantTable*    uniformVS;    // for vertex shader
 +
 
 +
** Device
 +
* Fragment Shader
 +
** Host
 +
** Device
 
=== To Do ===
 
=== To Do ===
 
=== Resources ===
 
=== Resources ===
  
 +
<!--
 
== Week 7 - Feb 20 ==
 
== Week 7 - Feb 20 ==
 
=== This Week ===
 
=== This Week ===
 +
* Effects Framework
 
=== To Do ===
 
=== To Do ===
 
=== Resources ===
 
=== Resources ===

Revision as of 18:57, 14 February 2012


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


GAM670/DPS905 -- Weekly Schedule 20121

Week 1 - Jan 8

This Week

  • Assignment Discussion
  • Suggested Enhancements
  • Review of the Base Code
    • Definition of a Framework
      • Modularity through stable interfaces
      • Re-usability through generic components
      • Extensibility through hook methods
      • Inversion of control - determines which application methods to invoke in response to external events
    • Framework Architecture
      • Modelling Layer
      • API Translation Layer
    • Notable Features of the Base Code
    • camera, sound, and light are also derived from the Frame class
    • textures attach at the object level
    • texture connection is uncoupled from drawing of the graphics primitives
    • reference frames are relative
    • very simple collision detection

To Do

  1. add your name to the student list
  2. create a team page that includes the semester number 20121
    • describe the game that you intend to develop
    • list the topics of interest to your team in developing its game
    • list the other topics of interest

Resources

Week 2 - Jan 16

This Week

  • Relative Reference Frames
    • Recursive calls
      Vector Frame::position()
      Matrix Frame::rotation()
      Matrix Frame::world()
    • Detaching from and attaching to a parent frame
      Frame::attachTo()
  • Geometry
    • Plane
      normal + constant - examples
      equation of a plane: dot(n, x) + D = 0
      positive side of a plane dot(n, x) + D > 0
  • Collision Detection
    types of colliders
    spheres
    planes
    axis-aligned bounding boxes
    oriented bounding boxes

To Do

  • Research the feature that you are going to add and prepare a plan of action
  • Prepare a team page for your team so that repos can be ordered
  • Add a section to your team page to track your project and solicit commentary

Resources

Week 3 - Jan 23

This Week

  • Collision Detection (cont'd)
    Shape
    Shape : Frame
    Shape::setRadius()
    Shape::getRadius()
    Shape::setRadius(float r);
    Shape::setRadius(float x, float y, float z);
    Shape::getRadius() const { return radius; }
    Shape::setPlane(Vector n, float d);
    Shape::setAxisAligned(Vector min, Vector max);
  • Comprehensive Camerawork
    rotation about an axis
    order of rotation matters
    Euler angles
    3-2-1 angles
    gimbal lock
    StephenSeefeld.net
    complex numbers
    solution of cubic equations 16th century
    two-dimensional representation
    matrix representation
    quaternions
    extension of complex numbers
    four-dimensional representation
    matrix representation
    geometric algebra (more abstract)
    Dorst's site
    Hitzer's site
  • Visibility Determination
    • test a point for presence within a set of planes
      normal calculations - general rotation matrix - vector and angle
    • ViewFrustum
      parameter - view * projection
      6 planes
      near and far planes
      left and right planes
      top and bottom planes
      coding
      constructor
      ViewFrustum::contains()
    • Finite Size of Objects
      Expansion of the View Frustum
  • Index Buffers
    amount of storage needed for vertex data
    duplication of vertex data
    indexing
    indexed primitives

To Do

Resources


Week 4 - Jan 30

This Week

  • Meshes
    What is a mesh?
    vertex list -> vertex buffer
    index list -> index buffer
    attribute list -> subset to which primitives belong
    pyramid sample
    Stock Objects
    Sphere
    slices and partitions
    Cylinder
    Torus
    Utah Teapot
    APIGraphic.h and .cpp code
    Custom Mesh
    Create a Mesh
    FVF settings
    DrawSubset
    DrawIndexedPrimitive parameters
    APIGraphic.h code
    X File
    Create Mesh from File
  • SkyBox
    definition of a skybox
    attachment to camera
    inverted coordinates
    skybox textures
    Graphic.cpp code
    more complicated forms - skydome
  • Billboards
    definition, purpose of a billboard
    types of billboards
    screen-aligned - useful for annotation text, lens flares
    normal is opposite to camera heading
    up is camera->up
    axial - useful for cylindrical symmetry - trees (textured object does not face straight on)
    up is fixed
    normal faces the viewer as much as possible
    view_plane - no distortion - useful for
    normal is fixed (opposite to camera heading)
    up is open to change
    viewpoint - simulates distortion due to perspective projection - useful for clouds
    normal is fixed (difference between viewpoint position and camera heading)
    up is open to change
    Object.h and Object.cpp code
  • Texture Filtering
    mip maps
    multum in parvo
    texture creation
    APITexture::SetSamplerState()
  • DirectX Errors
    DirectX Utilities - Lookup Tool
    APIDisplay::restore() example

To Do

Resources

Week 5 - Feb 6

This Week

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()


Week 6 - Feb 13

This Week

  • Vertex Shader Programming
    • Host
      APIPlatformSettings.h
      VERTEX_SHADER_FILE
      VERTEX_SHADER_ENTRY_POINT
      APIBase.h
      static IDirect3DVertexShader9* vertexShader; // vertex shader
      static ID3DXConstantTable* uniformVS; // for vertex shader
    • Device
  • Fragment Shader
    • Host
    • Device

To Do

Resources