SSE Shader Graphs

Total Page:16

File Type:pdf, Size:1020Kb

SSE Shader Graphs A P P E N D I X A ■ ■ ■ SSE Shader Graphs The Strumpy Shader Editor (SSE) is a flow graph-style editor for making shaders in Unity. It is currently free and can be found in the Unity Asset Store. You can connect directly to the Asset Store from the Window menu inside your Unity project. You can also find different versions of the SSE in the Showcase section of the Unity forum in case you are not using the current Unity build. The SSE BetterLightmap Shader Graph The BetterLightmap shader allows you to blend in just the right amount of emissive with the lightmap and lets you have glossiness and specular for a more realistic lightmapped solution. Figure A-1 shows how the Diffuse component combines diffuse color, a lightmap, and a regular texture. Note the use of the MeshUV node to specify the UV2 mapping channel. This shader can be used on the temple and other main structural objects by selecting their material version appended with a 1. In other words, the Temple Outer material uses a Legacy Lightmap shader while Temple Outer 1 uses the BetterLightmap shader. Both materials use the same lightmap and texture map 939 APPENDIX A ■ SSE SHADER GRAPHS Figure A-1. The SSE BetterLightmap shader graph The SSE ReflectiveAlpha Shader Graph The ReflectiveAlpha shader (Figure A-2) allows you to combine a normal map, alpha channel, and a cube map for reflection. Note the use of the Advanced Shadow Pass to incorporate the opacity information into shadows. This shader is used in the Ledge Fringe object’s material inside the temple. 940 APPENDIX A ■ SSE SHADER GRAPHS Figure A-2. The SSE ReflectiveAlpha shader graph The SSE ReflectiveCutout Shader Graph The ReflectiveCutout shader (Figure A-3) also allows you to combine a normal map, alpha channel, and a cube map for reflection. By subtracting the value of the range node, 0 to 1, from the texture’s alpha channel value, 0 to 1 (black to white), the resulting value will be anywhere from -1 to 1. In the Clip component, any value below 0 is shown as fully transparent. Anything above is fully opaque. In this shader, the outline of the alpha part will be crisper and will appear to sparkle since it doesn’t anti-alias like the alpha blended version. It has the advantage of being rendered in the Geometry pass and is written to the Z buffer. It also needs the Advanced Shadow Pass to incorporate the opacity information into shadows. This shader can be used as an alternative in the Ledge Fringe object’s material inside the temple. Try adjusting the Clamp range to change the clipping amount. 941 APPENDIX A ■ SSE SHADER GRAPHS Figure A-3. The SSE ReflectiveCutout shader graph 942 A P P E N D I X B ■ ■ ■ Key Codes Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. Use lower case: Input.GetKeyDown("i"), Input.GetKey ("escape"), Input.GetKeyDown("f1") Values None Not assigned (never pressed) Backspace Backspace key Delete Forward delete key Tab Tab keyrt Clear Clear key Return Return key Pause Pause on PC machines Escape Escape key Space Space key Keypad0 Numeric keypad 0 Keypad1 Numeric keypad 1 Keypad2 Numeric keypad 2 Keypad3 Numeric keypad 3 Keypad4 Numeric keypad 4 Keypad5 Numeric keypad 5 Keypad6 Numeric keypad 6 Keypad7 Numeric keypad 7 Keypad8 Numeric keypad 8 Keypad9 Numeric keypad 9 KeypadPeriod Numeric keypad . KeypadDivide Numeric keypad / KeypadMultiply Numeric keypad * 943 APPENDIX B ■ KEY CODES Values KeypadMinus Numeric keypad - KeypadPlus Numeric keypad + KeypadEnter Numeric keypad enter KeypadEquals Numeric keypad = UpArrow Up arrow key DownArrow Down arrow key RightArrow Right arrow key LeftArrow Left arrow key Insert Insert key key Home Home key End End key PageUp Page up key PageDown Page down key F1 F1 function key F2 F2 function key F3 F3 function key F4 F4 function key F5 F5 function key F6 F6 function key F7 F7 function key F8 F8 function key F9 F9 function key F10 F10 function key F11 F11 function key F12 F12 function key F13 F13 function key F14 F14 function key F15 F15 function key Alpha0 The 0 key on the top of the alphanumeric keyboard. Alpha1 The 1 key on the top of the alphanumeric keyboard. Alpha2 The 2 key on the top of the alphanumeric keyboard. 944 APPENDIX B ■ KEY CODES Values Alpha3 The 3 key on the top of the alphanumeric keyboard. Alpha4 The 4 key on the top of the alphanumeric keyboard. Alpha5 The 5 key on the top of the alphanumeric keyboard. Alpha6 The 6 key on the top of the alphanumeric keyboard. Alpha7 The 7 key on the top of the alphanumeric keyboard. Alpha8 The 8 key on the top of the alphanumeric keyboard. Alpha9 The 9 key on the top of the alphanumeric keyboard. Exclaim Exclaim key DoubleQuote Double quote key Hash Hash key Dollar Dollar sign key Ampersand Ampersand key Quote Quote key LeftParen Left Parent key RightParen Right Parent key Asterisk Asterisk key Plus Plus key Comma Comma key (,) Minus Minus key (-) Period Period key (.) Slash Slash key (/) Colon Colon key (,) Semicolon Semicolon key (;) Less Less key (<) Equals Equals key (=) Greater Greater key (>) Question Question mark key (?) At At key LeftBracket Left bracket key Backslash Backslash key RightBracket Backslash key 945 APPENDIX B ■ KEY CODES Values Caret Caret key Underscore Underscore key (_) BackQuote Back quote key A a key B b key C c key D d key E e key F f key G g key H h key I i key J j key K k key L l key M m key N n key O o key P p key Q q key R r key S s key T t key U u key V v key W w key X x key Y y key Z z key Numlock Numlock key CapsLock Capslock key 946 APPENDIX B ■ KEY CODES Values ScrollLock Scroll lock key RightShift Right Shift key LeftShift Left shift key RightControl Right Control key LeftControl Left Control key RightAlt Right Alt key LeftAlt Left Alt key LeftApple Left Apple key LeftWindows Left Windows key RightApple Right Apple key RightWindows Right Windows key AltGr Alt Gr key Help Help key Print Print key SysReq Sys Req key Break Break key Menu Menu key Mouse0 First (primary) mouse button Mouse1 Second (secondary) mouse button Mouse2 Third mouse button Mouse3 Fourth mouse button Mouse4 Fifth mouse button Mouse5 Sixth mouse button Mouse6 Seventh mouse button 947 A P P E N D I X C ■ ■ ■ Final Sequence 1: Player picks TrunkOpening with Topi Fruit Icon • Metadata: • Thunder audio • SparklesFalling prefab • Calls DoTheJob() in: • TreeEffects.js triggers Final Group’s end game animation: o Animate windZone o Point Trunk Blue position, Intensity and color o Point Standing Stones Intensity and color o Directional light intensity o Blackout opacity animation o Calls ExtraTasks() event from Final Group’s TreeTasks.js • Hide/show tree trunk and topi fruit • Activate tree and process metadata, OneTaskRemaining • CameraMatchData.js Sends new targets Triggers camera match 2: Player picks Tree of Life with Crowbar with Sleeve Icon, new Hanging Topi Fruit prefab appears 3: Pick Hanging Topi Fruit with default cursor: • Metadata • Calls DoTheJob() on: 949 APPENDIX C ■ FINAL SEQUENCE • CameraMatchData.js (on Point Trunk Blue)– uses Point Trunk Blue as Target Look and TargetTrunkOpening as Target Pos • FinalTask.js on Main Camera: Set ‘end’ flag to true (prevent mouseover, etc) Turn off pointer layer for inventory icon Trigger win sound clip from fXSource (this will be Point Trunk Blue) Point Trunk Blue holds SynthUp Play camera’s Field of view Change animation, pull back Play the camera’s audio clip, Temple Roll credits 950 ■ ■ ■ Index ■Special Characters & materials for, 341–355 chest, 348–352 Numbers flower, 352–355 #Sizes and Visibility in edit pane, 196 keys, 342–348 % operator, 846 and shadows, 355–361 // Require a character controller line, 198 messages related to, 437–438 //object metadata section, 627 using FBX Importer, 323–341 '_Color' property, 670 complex hierarchies in, 337–338 2 Í 3 Split layout, 51 importing individual objects, 331–336 2D object handling, 539–543 parenting in, 338–341 3D objects, 83–91 transforming individual objects, 336–337 handling object visibility, 587–599 actionMsg variable, 501 colliders, 595–598 ActionObject tag, 555, 850 developing non-keyframed fades, 592– actionObject variable, 615–616 593 actions, message text for, 475–504 processing no-match cursors, 598–599 activating message, 496–500 side effects of changes, 593–595 adding audio, 482–483 mapping, 85–91 adding helpful information, 502–504 meshes dynamic display time for, 500–502 overview, 83 and dynamic fonts, 492–496 sub-objects of, 83–85 loading start-up values, 488–492 processing animation, 484–488 using states, 481–482 ■A Add Current option, 286 action messages, 612–616 Add Detail Mesh option, 162 action objects Add Grass Texture option, 160 adding Sound F/X for, 375–380 Add Keyframe button, 393, 397, 524 and Animation Editor, 383–395 Add Layer menu item, 359, 505 animation of, 368–375 Add Terrain Texture dialog, 133 accessing Store in Root, 371–375 Add to Inventory action, 539 changing imported animations, 395–400 Add Tree dialog, 137 triggering for another object, 400–403 AddToInventory function, 541, 553–554, 577– two-state, 380–382 578, 608–609 characters and, 934–935 Advanced option, 257 colliders for, 361–367 adventure games importing, 309–323 decline of, 20–22 limitations of, 404 formats for, 26–28 951 ■ INDEX character, 26–27 triggering for another object, 400–403 characteristics of, 27–28 two-state, 380–382 design considerations for first person, 28 in virtual worlds, 20 first person, 26 Animation button, 526 history of, 4–7 Animation Clips folder, 385, 396, 449, 524 graphical nature of, 4–6 Animation Delay parameter, 440 LucasArts titles, 6 Animation dialog box, 526 real-time environments, 6–7 Animation Editor, 383–395 human characteristics appealed to by, 23–24 animation events, 809–810 modern successes, 22–23 Animation field, 336 real time vs.
Recommended publications
  • Universidade Tecnológica Federal Do Paraná Campus Curitiba – Sede Central Departamento Acadêmico De Desenho Industrial Tecnologia Em Design Gráfico
    UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ CAMPUS CURITIBA – SEDE CENTRAL DEPARTAMENTO ACADÊMICO DE DESENHO INDUSTRIAL TECNOLOGIA EM DESIGN GRÁFICO ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM TRABALHO DE CONCLUSÃO DE CURSO CURITIBA-PR 2017 ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM Monografia apresentada ao Curso Superior de Tecnologia em Design Gráfico do Departamento Acadêmico de Desenho Industrial – DADIN – da Universidade Tecnológica Federal do Paraná – UTFPR, como requisito parcial para obtenção do título de Graduação em Tecnologia em Design Gráfico. Orientadora: Prof.ª MSc. Ana Cristina Munaro. CURITIBA-PR 2017 Ministério da Educação Universidade Tecnológica Federal do Paraná PR Câmpus Curitiba UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ Diretoria de Graduação e Educação Profissional Departamento Acadêmico de Desenho Industrial TERMO DE APROVAÇÃO TRABALHO DE CONCLUSÃO DE CURSO 039 A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE REVIVER A HISTÓRIA DO TREM por Alexandre da Silva Santana – 1612557 Trabalho de Conclusão de Curso apresentado no dia 28 de novembro de 2017 como requisito parcial para a obtenção do título de TECNÓLOGO EM DESIGN GRÁFICO, do Curso Superior de Tecnologia em Design Gráfico, do Departamento Acadêmico de Desenho Industrial, da Universidade Tecnológica Federal do Paraná. O aluno foi arguido pela Banca Examinadora composta pelos professores abaixo, que após deliberação, consideraram o trabalho aprovado. Banca Examinadora: Prof. Alan Ricardo Witikoski (Dr.) Avaliador DADIN – UTFPR Prof. Francis Rodrigues da Silva (Esp.) Convidado DADIN – UTFPR Profa. Ana Cristina Munaro (MSc.) Orientadora DADIN – UTFPR Prof.
    [Show full text]
  • Castle Game Engine Documentation
    Castle Game Engine documentation Michalis Kamburelis Castle Game Engine documentation Michalis Kamburelis Copyright © 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Michalis Kamburelis You can redistribute and/or modify this document under the terms of the GNU General Public License [http://www.gnu.org/licenses/gpl.html] as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Table of Contents Goals ....................................................................................................................... vii 1. Overview of VRML ............................................................................................... 1 1.1. First example ............................................................................................... 1 1.2. Fields .......................................................................................................... 3 1.2.1. Field types ........................................................................................ 3 1.2.2. Placing fields within nodes ................................................................ 5 1.2.3. Examples .......................................................................................... 5 1.3. Children nodes ............................................................................................. 7 1.3.1. Group node examples ........................................................................ 7 1.3.2. The Transform node .......................................................................
    [Show full text]
  • The Design and Evolution of the Uberbake Light Baking System
    The design and evolution of the UberBake light baking system DARIO SEYB∗, Dartmouth College PETER-PIKE SLOAN∗, Activision Publishing ARI SILVENNOINEN, Activision Publishing MICHAŁ IWANICKI, Activision Publishing WOJCIECH JAROSZ, Dartmouth College no door light dynamic light set off final image door light only dynamic light set on Fig. 1. Our system allows for player-driven lighting changes at run-time. Above we show a scene where a door is opened during gameplay. The image on the left shows the final lighting produced by our system as seen in the game. In the middle, we show the scene without the methods described here(top).Our system enables us to efficiently precompute the associated lighting change (bottom). This functionality is built on top of a dynamic light setsystemwhich allows for levels with hundreds of lights who’s contribution to global illumination can be controlled individually at run-time (right). ©Activision Publishing, Inc. We describe the design and evolution of UberBake, a global illumination CCS Concepts: • Computing methodologies → Ray tracing; Graphics system developed by Activision, which supports limited lighting changes in systems and interfaces. response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with Additional Key Words and Phrases: global illumination, baked lighting, real a small set of features that allow us to dynamically update the precomputed time systems lighting at run-time with minimal performance and memory overhead. This ACM Reference Format: means that our system works on the complete set of target hardware, ranging Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michał Iwanicki, and Wo- from high-end PCs to previous generation gaming consoles, allowing the jciech Jarosz.
    [Show full text]
  • Comparison of Unity and Unreal Engine
    Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce.
    [Show full text]
  • 3D Computer Graphics Compiled By: H
    animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between
    [Show full text]
  • Master's Thesis
    University of Magdeburg School of Computer Science Master's Thesis Spherical Illuminance Composition for Real-Time Indirect Illumination Author: David Kuri April 29, 2015 Advisors: Jun.-Prof. Dr. Thorsten Grosch Department of Simulation and Graphics Prof. Dr. Holger Theisel Department of Simulation and Graphics Kuri, David: Spherical Illuminance Composition for Real-Time Indirect Illumination Master's Thesis, University of Magdeburg, 2015. Abstract In photorealistic rendering, the simulation of global illumination is of great percep- tual importance for the generation of convincing imagery. The concepts of light transport for the purpose of rendering are well understood, but expensive to calcu- late. For real-time solutions, simplification is necessary, often at the cost of visual quality. We present a new real-time algorithm for the calculation of global illumination in diffuse scenes. A precomputation step allows for high visual quality with an infinite number of light bounces. Dynamic objects can receive indirect light and don't show temporal artifacts. The proposed technique supports full dynamic lighting and works with all commonly used light source models. In addition, area and environment lighting are facilitated. Furthermore, we present details on how our technique can be implemented on con- temporary hardware. Various approaches are explained and compared to give guide- lines for practical implementation. iv Acknowledgements I would like to express my thanks to my supervisors Jun.-Prof. Dr. Thorsten Grosch and Prof. Dr. Holger Theisel for reviewing this thesis. In addition, M. Sc. Johannes Jendersie has been a great help all throughout the involved research and was very enthusiastic about my work. I would further like to thank Philipp Krause and the great people at Piranha Bytes where I developed a large part of the presented technique.
    [Show full text]
  • GLOBAL ILLUMINATION in GAMES What Is Global Illumination?
    Nikolay Stefanov, PhD Ubisoft Massive GLOBAL ILLUMINATION IN GAMES What is global illumination? Interaction between light and surfaces Adds effects such as soft contact shadows and colour bleeding Can be brute-forced using path tracing, but is very slow Cornell98 Global illumination is simply the process by which light interacts with physical surfaces. Surfaces absorb, reflect or transmit light. This here is a picture of the famous Cornell box scene, which is a standard environment for testing out global illumination algorithms. The only light source in this image is at the top of the image. Global illumination adds soft shadows and colour between between the cubes and the walls. There is also natural darkening along the edges of the walls, floor and ceiling. One such algorithm is path tracing. A naive, brute force path trace essentially shoot millions and millions of rays or paths, recording every surface hit along the way. The algorithm stops tracing the path when the ray hits a light. As you can imagine, this takes ages to produce a noise-free image. Nonetheless, people have started using some variants of this algorithm for movie production (e.g. “Cloudy With a Chance of Meatballs”) What is global illumination? Scary looking equation! But can be done in 99 lines of C++ All of this makes for some scary looking maths, as illustrated here by the rendering equation from Kajiya. However that doesn’t mean that the *code* is necessarily complicated. GI in 99 lines of C++ Beason2010 Here is an image of Kevin Beason’s smallpt, which is 99 lines of C++ code.
    [Show full text]
  • Course 26 SIGGRAPH 2006.Pdf
    Advanced Real-Time Rendering in 3D Graphics and Games SIGGRAPH 2006 Course 26 August 1, 2006 Course Organizer: Natalya Tatarchuk, ATI Research, Inc. Lecturers: Natalya Tatarchuk, ATI Research, Inc. Chris Oat, ATI Research, Inc. Pedro V. Sander, ATI Research, Inc. Jason L. Mitchell, Valve Software Carsten Wenzel, Crytek GmbH Alex Evans, Bluespoon Advanced Real-Time Rendering in 3D Graphics and Games – SIGGRAPH 2006 About This Course Advances in real-time graphics research and the increasing power of mainstream GPUs has generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. This course will focus on recent innovations in real- time rendering algorithms used in shipping commercial games and high end graphics demos. Many of these techniques are derived from academic work which has been presented at SIGGRAPH in the past and we seek to give back to the SIGGRAPH community by sharing what we have learned while deploying advanced real-time rendering techniques into the mainstream marketplace. Prerequisites This course is intended for graphics researchers, game developers and technical directors. Thorough knowledge of 3D image synthesis, computer graphics illumination models, the DirectX and OpenGL API Interface and high level shading languages and C/C++ programming are assumed. Topics Examples of practical real-time solutions to complex rendering problems: • Increasing apparent detail in interactive environments o Inverse displacement mapping on the GPU with parallax occlusion mapping o Out-of-core rendering of large datasets • Environmental effects such as volumetric clouds and rain • Translucent biological materials • Single scattering illumination and approximations to global illumination • High dynamic range rendering and post-processing effects in game engines Suggested Reading • Real-Time Rendering by Tomas Akenine-Möller, Eric Haines, A.K.
    [Show full text]
  • Create High-Quality Light Fixtures in Unity
    Expert Guide Create High-Quality Light Fixtures in Unity Pierre Yves Donzallaz Unity Technologies 12 February 2019 (2​nd ​ revision) Introduction A light ​cookie ​is a mask used to block parts of a light source in order to control the shape of the emitted light. They can also be called “gobos”, “cucoloris” or “flags”, depending on the industry and their use case. This expert guide presents several advanced techniques to create high-quality light fixtures in Unity, using 2D and cubemap light cookies, and taking advantage of the advanced shaders available in Unity’s High Definition Render Pipeline. You can use these workflows in projects such as games, architectural visualizations, films, and simulations. Today’s real-time rendering engines cannot render all the intricate shadow details produced by a light fixture: they are unable to produce ray-traced soft shadows efficiently for lower-end platforms, let alone sharp refractive ​caustics​. User-generated cookies can allow for better artistic control of the shadows and the addition of creative details in the lighting. Furthermore, real-time Point Light shadows are still a performance dilemma for modern hardware, so creating environments with a large number of shadow-casting Point lights remains a challenge. This is why baked light cookies are crucial to generate high-quality lighting for real-time applications. Pierre Yves Donzallaz Unity Technologies 2 Pierre Yves Donzallaz Unity Technologies 3 Pierre Yves Donzallaz Unity Technologies 4 Pierre Yves Donzallaz Unity Technologies 5 Common lighting issues In real-time applications, light sources often rely on glowing, detail-less “blobs” to simulate their emissive parts.
    [Show full text]
  • Adopting Game Technology for Architectural Visualization Scott A
    Purdue University Purdue e-Pubs Department of Computer Graphics Technology Department of Computer Graphics Technology Degree Theses 4-1-2011 Adopting Game Technology for Architectural Visualization Scott A. chrS oeder Purdue University, [email protected] Follow this and additional works at: http://docs.lib.purdue.edu/cgttheses Part of the Interior Architecture Commons, and the Other Architecture Commons Schroeder, Scott A., Adopt" ing Game Technology for Architectural Visualization" (2011). Department of Computer Graphics Technology Degree Theses. Paper 6. http://docs.lib.purdue.edu/cgttheses/6 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. Graduate School ETD Form 9 (Revised 12/07) PURDUE UNIVERSITY GRADUATE SCHOOL Thesis/Dissertation Acceptance This is to certify that the thesis/dissertation prepared By Scott A. Schroeder Entitled Adopting Game Technology for Architectural Visualization Master of Science For the degree of Is approved by the final examining committee: Clark A. Cory Chair Phillip S. Dunston Nicoletta Adamo-Villiani To the best of my knowledge and as understood by the student in the Research Integrity and Copyright Disclaimer (Graduate School Form 20), this thesis/dissertation adheres to the provisions of Purdue University’s “Policy on Integrity in Research” and the use of copyrighted material. Approved by Major Professor(s): ____________________________________Clark A. Cory ____________________________________ Approved by: James L. Mohler 04/19/2011 Head of the Graduate Program Date Graduate School Form 20 (Revised 9/10) PURDUE UNIVERSITY GRADUATE SCHOOL Research Integrity and Copyright Disclaimer Title of Thesis/Dissertation: Adopting Game Technology for Architectural Visualization For the degree of MasterChoose ofyour Science degree I certify that in the preparation of this thesis, I have observed the provisions of Purdue University Executive Memorandum No.
    [Show full text]
  • Abstract Lightmap Generation And
    ABSTRACT LIGHTMAP GENERATION AND PARAMETERIZATION FOR REAL-TIME 3D INFRA-RED SCENES by Meisam Amjad Having high resolution Infra-Red (IR) imagery in cluttered environment of battlespace is crucial for capturing intelligence in search and target acquisition tasks such as whether or not a vehicle (or any heat source) has been moved or used and in which direction. While 3D graphic simulation of large scenes helps with retrieving information and training analysts, using traditional 3D rendering techniques are not enough, and an additional parameter needs to be solved due to different concept of visibility in IR scenes. In 3D rendering of IR scenes, the problem of what can currently be seen by a participant of the simulation does not just depend on emitted thermal energy from objects, and the visibility also depends on previous scenes as thermal energy is slowly retained and diffused over time. Therefore, time as an additional factor must be included since the aggregation of heat energy in the scene relates to its past. Our solution uses lightmaps for storing energy that reaches surfaces over time. We modify the lightmaps to solve the problem of lightmap parameterization between 3D surfaces and 2D mapping and add an extra ability to let us periodically update only necessary areas based on dynamic aspects of the scene. LIGHTMAP GENERATION AND PARAMETERIZATION IN A REAL-TIME 3D INFRA-RED SCENES A Thesis Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Master of Science by Meisam Amjad Miami
    [Show full text]
  • Semi Dynamic Light Maps a Thesis Submitted to the Graduate School of Informatics of Middle East Technical University by Bek˙Ir
    SEMI DYNAMIC LIGHT MAPS A THESIS SUBMITTED TO THE GRADUATE SCHOOL OF INFORMATICS OF MIDDLE EAST TECHNICAL UNIVERSITY BY BEKIR˙ ÖZTÜRK IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN MULTIMEDIA INFORMATICS SEPTEMBER 2019 Approval of the thesis: SEMI DYNAMIC LIGHT MAPS submitted by BEKIR˙ ÖZTÜRK in partial fulfillment of the requirements for the degree of Master of Science in Modelling and Simulation Department, Middle East Technical University by, Prof. Dr. Deniz Zeyrek Boz¸sahin Dean, Graduate School of Informatics Assist. Prof. Dr. Elif Sürer Head of Department, Modelling and Simulation Assoc. Prof. Dr. Ahmet Oguz˘ Akyüz Supervisor, Computer Engineering, METU Examining Committee Members: Prof. Dr. Tolga Can Computer Engineering, METU Assoc. Prof. Dr. Ahmet Oguz˘ Akyüz Computer Engineering, METU Prof. Dr. Tolga Kurtulu¸sÇapın Computer Engineering, TED University Assoc. Prof. Dr. Hüseyin Hacıhabiboglu˘ Modelling And Simulation, METU Assoc. Prof. Dr. Yusuf Sahillioglu˘ Computer Engineering, METU Date: I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work. Name, Surname: Bekir Öztürk Signature : iii ABSTRACT SEMI DYNAMIC LIGHT MAPS Öztürk, Bekir M.S., Department of Multimedia Informatics Supervisor: Assoc. Prof. Dr. Ahmet Oguz˘ Akyüz September 2019, 58 pages One of the biggest challenges of real-time graphics applications is to maintain high frame rates while producing realistically lit results. Many realistic lighting effects such as indirect illumination, ambient occlusion, soft shadows, and caustics are either too complex to render in real-time with today’s hardware or cause significant hits to frame rates.
    [Show full text]