1 / 7

KIPA Game Engine Seminars

This seminar, presented by Jonathan Blow at Ajou University, Suwon, on November 27, 2002, explores various spaces in game engine development, including object space, world space, view space, screen space, texture space, tangent space, and rest space. The session covers topics such as transforming between texture and object space, the natural direction of the pipeline, software lighting, raycasting, the use of tangent space for normal mapping and anisotropic lighting, and different mesh representations. Don't miss this informative session!

dagny
Download Presentation

KIPA Game Engine Seminars

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. KIPA Game Engine Seminars Day 2/25: Transforms andSpecial Case Representations Jonathan Blow Ajou University, Suwon November 27, 2002

  2. Spaces • Object Space • World Space • View Space • Screen Space

  3. More Spaces • Texture Space • Tangent Space (“Surface Space”) • “Rest Space”

  4. Texture Space • Transforming between texture and object space

  5. Natural direction of the Pipeline • Going forward and backward • Examples of software lighting, raycasting • Why you might want to light surfaces in software

  6. Tangent Space • Is used for normal mapping / anisotropic lighting

  7. Meshes • “Triangle Soup Mesh” • Triangle List Mesh • Triangle Strip Mesh

More Related