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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!
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KIPA Game Engine Seminars Day 2/25: Transforms andSpecial Case Representations Jonathan Blow Ajou University, Suwon November 27, 2002
Spaces • Object Space • World Space • View Space • Screen Space
More Spaces • Texture Space • Tangent Space (“Surface Space”) • “Rest Space”
Texture Space • Transforming between texture and object space
Natural direction of the Pipeline • Going forward and backward • Examples of software lighting, raycasting • Why you might want to light surfaces in software
Tangent Space • Is used for normal mapping / anisotropic lighting
Meshes • “Triangle Soup Mesh” • Triangle List Mesh • Triangle Strip Mesh