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CS 378: Computer Game Technology

CS 378: Computer Game Technology. 3D Engines and Scene Graphs Spring 2012. What’s a 3d engine. OGRE Core Class Structure. What are the objects?. Geometry - polygon (triangle, quad) meshes. Hierarchical Modeling. How can you make articulated characters move in the world?

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CS 378: Computer Game Technology

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  1. CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012

  2. What’s a 3d engine • OGRE Core Class Structure University of Texas at Austin CS 378 – Game Technology Don Fussell 2

  3. What are the objects? • Geometry - polygon (triangle, quad) meshes University of Texas at Austin CS 378 – Game Technology Don Fussell 3

  4. Hierarchical Modeling • How can you make articulated characters move in the world? • Move the whole character wrt the world • Move legs, arms, head wrt body • Move hands wrt arms • Move upper vs. lower arm • Same for legs University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 4

  5. Symbols and instances • Most graphics APIs support a few geometric primitives: • spheres • cubes • triangles • These symbols are instanced using an instance transformation. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 5

  6. Use a series of transformations • Ultimately, a particular geometric instance istransformed by one combined transformation matrix: • But it’s convenient to build this single matrixfrom a series of simpler transformations: • We have to be careful about how we thinkabout composing these transformations.(Mathematical reason: Transformation matrices don’t commute under matrix multiplication) University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 6

  7. Connecting primitives University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 7

  8. h2 h3 h1 3D Example: A robot arm • Consider this robot arm with 3 degrees of freedom: • Base rotates about its vertical axis by  • Upper arm rotates in its xy-plane by  • Lower arm rotates in its xy-plane by  • Q: What matrix do we use to transform the base? • Q: What matrix for the upper arm? • Q: What matrix for the lower arm? Lower arm Upper arm Base University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 8

  9. Hierarchical modeling • Hierarchical models can be composed of instances using trees or DAGs: • edges contain geometric transformations • nodes contain geometry (and possibly drawing attributes) How might we draw the tree for the robot arm? University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 9

  10. A complex example: human figure Q: What’s the most sensible way to traverse this tree? University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 10

  11. Human figure implementation, OpenGL figure() { torso(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); head(); glPopMatrix(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); left_upper_arm(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); left_lower_arm(); glPopMatrix(); glPopMatrix(); . . . } University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 11

  12. Animation • The above examples are called articulated models: • rigid parts • connected by joints • They can be animated by specifying the joint angles (or other display parameters) as functions of time. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 12

  13. Key-frame animation • The most common method for character animation in production is key-frame animation. • Each joint specified at various key frames (not necessarily the same as other joints) • System does interpolation or in-betweening • Doing this well requires: • A way of smoothly interpolating key frames: splines • A good interactive system • A lot of skill on the part of the animator University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 13

  14. Scene Camera Object1 Light1 Light2 Object2 Object3 Scene graphs • The idea of hierarchical modeling can be extended to an entire scene, encompassing: • many different objects • lights • camera position • This is called a scene tree or scene graph. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 14

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