11 – 3D Modeling for Games

Total Page:16

File Type:pdf, Size:1020Kb

11 – 3D Modeling for Games CSc 165 Lecture Note Slides 11 - 3D Modeling For Games CSc 165 Computer Game Architecture Overview • Model Characteristics 11 – 3D Modeling • 3D Model File Formats for Games • Model Loaders • Digital Content Creation (DCC) Tools • Skinning and UV-unwrapping 2 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Models Static Data o 3D geometry (vertex data) o Polygon (face) data o Rendering attributes o Wireframe / Faceted / Smooth-shaded o Lighting & Materials o Texturing (“skinning”) data Animation Data (sometimes) o Model structure (skeletons, joints) o Model poses o Animation sequences o walk / run / jump / die … 3 4 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Common 3D Model File Formats .msdl – Manchester Scene Description Language .nff & .enff – (Extended) Neutral File Format .3ds – 3D Studio Max format .obj – Alias|Wavefront Object Files .blend – Blender format .off – 3D mesh Object File Format .dae – COLLADA Digital Asset Exchange format .oogl – Object Oriented Graphics Library .dem – USGS Standard for Digital Elevation Models .ply – Stanford Scanning Repository format .dxf – Autodesk's AutoCAD format .pov – Persistence of Vision ray-tracer .hdf – Hierarchical Data Format .qd3d – Apple's QuickDraw 3D metafile format .iges – Initial Graphics Exchange Specification .viz – used by Division's dVS/dVISE .iv – Open Inventor File Format Info .vrml – Virtual Reality Modeling Language .lwlo, .lwob & .lwsc – Lightwave 3D file formats .x – Microsoft’s DirectX/Direct3D file format .md2/.md3/.md4/.md5 – Quake Model Files .x3d – eXtensible 3D XML-based scene description format .ms3d – Milkshape 3D binary format See wikipedia – list of file formats 5 6 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games .OBJ File Commands .OBJ Example # File: ‘cube.obj’ # This file uses “OBJ” format to define a cube Vertex data Grouping # Define 8 cube vertices o v – geometric data o g – group name v -1.0 -1.0 -1.0 o vt – texture data o s – smoothing group v -1.0 -1.0 1.0 v -1.0 1.0 -1.0 o vn – vertex normals o mg – merging group v -1.0 1.0 1.0 o o – object name v 1.0 -1.0 -1.0 v 1.0 -1.0 1.0 Elements Render Attributes v 1.0 1.0 -1.0 o p – point o usemtl – material name v 1.0 1.0 1.0 o l – line o mtllib – material file name # Specify the file (library) containing materials o f – face o lod – level of detail mtllib cube.mtl o curv – curve o shadow_obj – shadow casting o surf – surface #continued... 7 8 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games OBJ Face/Vertex Data Structures Content Loaders in RAGE Faces Vertices <<interface>> Insert # File ‘man.obj’ Entity v -1.0 -1.0 -1.0 V2 Object in some <<interface>> Scenegraph 1 x y z MeshLoader v -1.0 -1.0 1.0 1 V4 specific file format v -1.0 1.0 -1.0 V3 + loadAsset(fileName) ... 2 x y z Model vt 0.72 0.32 V 1 File GenericEntity vt 0.86 0.33 3 x y z 2 V2 ... V5 vn 1.0 0.0 1.0 4 x y z WavefrontMeshLoader Create vn -1.0 0.0 0.5 Read + loadAsset(fileName) ... V3 5 x y z 3 <<interface>> f 2/1/1 4/2/1 3/3/2 V4 SubEntity V1 f 1/4/2 2/4/2 5/5/3 6 x y z Format-specific GenericSubEntity ... .. loader code - vertexBuffer - TexCoordBuffer - NormalsBuffer 9 10 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Example: .OBJ Content Loader Digital Content Creation (DCC) Tools public class WavefrontMeshLoader implements MeshLoader { ... public void loadAsset(Mesh mesh, Path path) { List<Float> verts = new ArrayList<>(); Too much work to do “by hand” List<Float> norms = new ArrayList<>(); List<Float> texcoords = new ArrayList<>(); BufferedReader br = Files.newBufferedReader(path); Model String line; Model in different format 1 while ((line = br.readLine()) != null) DCC File { if (line.startsWith(VERTEX_COMMAND)) commands { processVertexPositionCommand(line, verts); } Tool else if (line.startsWith(TEXTURE_COORD_COMMAND)) { processVertexTextureCommand(line, texcoords); } Model Model in different format 2 else if (line.startsWith(NORMAL_COMMAND)) File { processVertexNormalCommand(line, norms); } “Import” else if (line.startsWith(FACE_COMMAND)) { processVertexFaceCommand(line); } “Export” else if (line.startsWith(MATERIAL_COMMAND)) Scenegraph { materialLib = line.split(" ")[1]; } } SubMesh sm = mesh.createSubMesh(mesh.getName()); Model Content Entity createVertexBuffers(verts, norms, texcoords); File Loader sm.setVertexBuffer(toFloatBuffer(vertexPositionsList)); sm.setNormalBuffer(toFloatBuffer(vertexNormalsList)); sm.setTextureCoordBuffer(toFloatBuffer(vertexTexCoordsList)); sm.setIndexBuffer(toIntBuffer(vertexIndicesList)); } Model in Content-Loader format ... 11 12 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games DCC Tools Blender Features: Commercial . Modeling, texturing, lighting, UV-mapping . Animation rigging/skinning o Maya . Particle, physics, soft-body, fluid & cloth simulations o 3DStudio Max . Game engine, video post-processing o Lightwave . Python scripting/plugin support . Cross-platform (Windows, Linux, Mac OSX, FreeBSD, Solaris….) o etc., etc. … . Import/export for a wide variety of model file formats Free (or nearly) . Extensive online documentation/wiki support o Blender Availability: . Free (GNU GPL license), at http://www.blender.org o MilkShape3D o Maya / 3DStudio Max for students Tutorials: o etc. … . http://www.blender.org/support/tutorials 13 14 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Example Blender Models Basic Blender Controls Viewing: Object Manipulation (in object mode): • Scroll-wheel: zoom • RMB: select (SHIFT to add) • MMB: orbit (rotate 3D view) • A-key: toggle select-All • Shift-MMB: pan • B-key: activate border-selection (rubber-band select) • Reset view to Top: NUM-7 Front: NUM-1 Side: NUM-3 • DEL-key: delete selected • Z-key: toggle wireframe • LMB: position 3D cursor • NUM-0: switch to camera view • Shift-A: add object (at cursor loc) • NUM-5: toggle ortho/perspective view • Transform selection: • HOME: set view to show all objects R-key: rotate S-key: scale G-key: grab LMB to accept; RMB or ESC to cancel • Ctrl-Z: undo • Quick move: RMB on object, drag, • Ctrl-S: save workspace LMB to drop • Ctrl-N: reset (discard all; new session) • Shift-D: duplicate selection • F12: render (drag to reposition) • TAB: toggle object/edit mode 15 16 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Building Models From Primitives Model Exporting Most DCC tools export a variety of formats Blender supports exporting to: o Collada XML (“.dae”) o Wavefront OBJ (“.obj”) Original Cube Extrude Multiple Extrusions o Stanford Graphics Library (“.ply”) o 3DStudio Max (“.3ds”) o A host of others via “addons” . Including “OgreXML” RAGE has ModelLoaders for Scale Ends Scale Inner Add Bevels o OBJ and Smooth Surfaces o Model concept: The Essential Blender, RAGE Skeletal Animation (custom Blender exporter) Roland Hess, Blender Foundation 17 18 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Exporting Models Advanced Modeling: Sculpting # Blender3D v249 OBJ File: CrossDemo.blend # www.blender3d.org mtllib CrossDemo.mtl v 0.515410 2.745096 -0.496360 v 0.515410 2.745096 0.496359 v -0.477309 2.745096 0.496359 v -0.477309 2.745096 -0.496360 v 0.515410 3.737815 -0.496359 v 0.515410 3.737815 0.496360 v -0.477309 3.737815 0.496359 Original sphere “Add” brush “Grab” brush v -0.477309 3.737815 -0.496360 applied to Sphere v -0.523100 6.135959 0.542150 v -0.523100 6.135958 -0.542150 v 0.561200 6.135959 0.542150 Export: v 0.561201 6.135958 -0.542150 Ogre ...#total 44 vertices OBJ usemtl Material s 1 DAE f 2 6 7 f 5 1 4 f 12 10 9 f 13 14 15 f 1 42 44 f 21 24 44 ...#total 42 faces “Layer” brush “Inflate” brush “Texture” brush Images from: The Essential Blender, 19 20 Roland Hess, Blender Foundation CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Skinning Texture Space Subdivision Applying “texture” to 3D models Texturing meshes by dividing texture space: Problem: texture mapping is per-polygon: Models are collections of polygons Texture Map Polygon Mesh (1,1) Polygon Texture Map (0,0) v v u u 21 22 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Skinning Example Texture Subdivision Difficulties Requires creating a complex mapping (and the model is often curved) . How do we create the texture map? . How do we determine the correct mapping? Mapping texture locations to model coordinates Image credit: Practical Java Game Programming, Image credit: Practical Java Game Programming, Clingman et.al., Charles River Media Clingman et.al., Charles River Media 23 24 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Creating Texture Skins Example: Soup Can GIMP, PhotoShop, … . Create the model Soup Can Model (Cylinder) Create . Flatten the model (“UV Unwrapping”) Texture Unwrap Mark seams Image Cut along seams (“project”) . Save unwrapped (flattened) UV image . Save model with texture coordinates Model with Texture Coords Texture Image . Use UV image as a “pattern” to create tex map Texture GIMP, PhotoShop, ... Mapping . Apply texture map to model Image credit: 3D Game Programming All In One, 25 Kenneth Finney, Premier Press 26 CSc 165 Lecture Note Slides CSc 165 Lecture Note Slides 11 - 3D Modeling For Games 11 - 3D Modeling For Games Blender UV Unwrapping Character Models More complex, but same approach: .
Recommended publications
  • Studio Toolkit for Flexibles 14 User Guide
    Studio Toolkit for Flexibles 14 User Guide 06 - 2015 Studio Toolkit for Flexibles Contents 1. Copyright Notice.......................................................................................................................................................................... 4 2. Introduction.....................................................................................................................................................................................6 2.1 About Studio....................................................................................................................................................................... 6 2.2 Workflow and Concepts................................................................................................................................................. 7 2.3 Quick-Start Tutorial...........................................................................................................................................................8 3. Creating a New Bag.................................................................................................................................................................12 3.1 Pillow Bags........................................................................................................................................................................13 3.1.1 Panel Order and Fin vs. Lap Seals.............................................................................................................14 3.2 Gusseted Bags.................................................................................................................................................................15
    [Show full text]
  • Compression and Streaming of Polygon Meshes
    Compression and Streaming of Polygon Meshes by Martin Isenburg A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science. Chapel Hill 2005 Approved by: Jack Snoeyink, Advisor Craig Gotsman, Reader Peter Lindstrom, Reader Dinesh Manocha, Committee Member Ming Lin, Committee Member ii iii ABSTRACT MARTIN ISENBURG: Compression and Streaming of Polygon Meshes (Under the direction of Jack Snoeyink) Polygon meshes provide a simple way to represent three-dimensional surfaces and are the de-facto standard for interactive visualization of geometric models. Storing large polygon meshes in standard indexed formats results in files of substantial size. Such formats allow listing vertices and polygons in any order so that not only the mesh is stored but also the particular ordering of its elements. Mesh compression rearranges vertices and polygons into an order that allows more compact coding of the incidence between vertices and predictive compression of their positions. Previous schemes were designed for triangle meshes and polygonal faces were triangulated prior to compression. I show that polygon models can be encoded more compactly by avoiding the initial triangulation step. I describe two compression schemes that achieve better compression by encoding meshes directly in their polygonal representation. I demonstrate that the same holds true for volume meshes by extending one scheme to hexahedral meshes. Nowadays scientists create polygonal meshes of incredible size. Ironically, com- pression schemes are not capable|at least not on common desktop PCs|to deal with giga-byte size meshes that need compression the most.
    [Show full text]
  • Meshes and More CMSC425.01 Fall 2019 Administrivia
    Meshes and More CMSC425.01 fall 2019 Administrivia • Google form distributed for grading issues Today’s question How to represent objects Polygonal meshes • Standard representation of 3D assets • Questions: • What data and how stored? • How generate them? • How color and render them? Data structure • Geometric information • Vertices as 3D points • Topology information • Relationships between vertices • Edges and faces Vertex and fragment shaders • Mapping triangle to screen • Map and color vertices • Vertex shaders in 3D • Assemble into fragments • Render fragments • Fragment shaders in 2D Normals and shading – shading equation • Light eQuation • k terms – color of object • L terms – color of light • Ambient term - ka La • Constant at all positions • Diffuse term - kd (n • l) • Related to light direction • Specular term - (v • r)Q • Related to light, viewer direction Phong exponent • Powers of cos (v • r)Q • v and r normalized • Tightness of specular highlights • Shininess of object Normals and shading • Face normal • One per face • Vertex normal • One per vertex. More accurate • Interpolation • Gouraud: Shade at vertices, interpolate • Phong: Interpolate normals, shade Texture mapping • Vary color across figure • ka, kd and ks terms • Interpolate position inside polygon to get color • Not trivial! • Mapping complex Bump mapping • “Texture” map of • Perturbed normals (on right) • Perturbed height (on left) Summary – full polygon mesh asset • Mesh can have vertices, faces, edges plus normals • Material shader can have • Color (albedo) •
    [Show full text]
  • Mac OS 8 Update
    K Service Source Mac OS 8 Update Known problems, Internet Access, and Installation Mac OS 8 Update Document Contents - 1 Document Contents • Introduction • About Mac OS 8 • About Internet Access What To Do First Additional Software Auto-Dial and Auto-Disconnect Settings TCP/IP Connection Options and Internet Access Length of Configuration Names Modem Scripts & Password Length Proxies and Other Internet Config Settings Web Browser Issues Troubleshooting • About Mac OS Runtime for Java Version 1.0.2 • About Mac OS Personal Web Sharing • Installing Mac OS 8 • Upgrading Workgroup Server 9650 & 7350 Software Mac OS 8 Update Introduction - 2 Introduction Mac OS 8 is the most significant update to the Macintosh operating system since 1984. The updated system gives users PowerPC-native multitasking, an efficient desktop with new pop-up windows and spring-loaded folders, and a fully integrated suite of Internet services. This document provides information about Mac OS 8 that supplements the information in the Mac OS installation manual. For a detailed description of Mac OS 8, useful tips for using the system, troubleshooting, late-breaking news, and links for online technical support, visit the Mac OS Info Center at http://ip.apple.com/infocenter. Or browse the Mac OS 8 topic in the Apple Technical Library at http:// tilsp1.info.apple.com. Mac OS 8 Update About Mac OS 8 - 3 About Mac OS 8 Read this section for information about known problems with the Mac OS 8 update and possible solutions. Known Problems and Compatibility Issues Apple Language Kits and Mac OS 8 Apple's Language Kits require an updater for full functionality with this version of the Mac OS.
    [Show full text]
  • Notes on Polygon Meshes 1 Basic Definitions
    CMSC 23700 Introduction to Computer Graphics Handout 2 Autumn 2015 November 12 Notes on polygon meshes 1 Basic definitions Definition 1 A polygon mesh (or polymesh) is a triple (V; E; F ), where V a set of vertices (points in space) E ⊂ (V × V ) a set of edges (line segments) F ⊂ E∗ a set of faces (convex polygons) with the following properties: 1. for any v 2 V , there exists (v1; v2) 2 E such that v = v1 or v = v2. 2. for and e 2 E, there exists a face f 2 F such that e is in f. 3. if two faces intersect in space, then the vertex or edge of intersection is in the mesh. If all of the faces of a polygon mesh are triangles, then we call it a triangle mesh (trimesh). Polygons can be tessellated to form triangle meshes. Definition 2 We classify edges in a mesh based on the number of faces they are part of: • A boundary edge is part of exactly one face. • An interior edge is part of two or more faces. • A manifold edge is part of exactly two faces. • A junction edge is part of three or more faces. Junction edges are to be avoided; they can cause cracks when rendering the mesh. Definition 3 A polymesh is connected if the undirected graph G = (VF ;EE), called the dual graph, is connected, where • VF is a set of graph vertices corresponding to the faces of the mesh and • EE is a set of graph edges connecting adjacent faces.
    [Show full text]
  • Creating Simplified 3D Models with High Quality Textures
    University of Wollongong Research Online Faculty of Engineering and Information Sciences - Faculty of Engineering and Information Sciences Papers: Part A 2015 Creating Simplified 3D oM dels with High Quality Textures Song Liu University of Wollongong, [email protected] Wanqing Li University of Wollongong, [email protected] Philip O. Ogunbona University of Wollongong, [email protected] Yang-Wai Chow University of Wollongong, [email protected] Publication Details Liu, S., Li, W., Ogunbona, P. & Chow, Y. (2015). Creating Simplified 3D Models with High Quality Textures. 2015 International Conference on Digital Image Computing: Techniques and Applications, DICTA 2015 (pp. 264-271). United States of America: The Institute of Electrical and Electronics Engineers, Inc.. Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Creating Simplified 3D oM dels with High Quality Textures Abstract This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-Time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-Time feedback of the currently scanned 3D model.
    [Show full text]
  • Modeling: Polygonal Mesh, Simplification, Lod, Mesh
    The Modeling-Rendering Paradigm Modeler: Renderer: EECS 487: Interactive Modeling complex shapes Vertex data • no equation For a chair, Face, etc. Fixed function transForm and Vertex shader • instead, achieve complexity using lighting Computer Graphics simple pieces • polygons, parametric surfaces, or Clip, homogeneous divide and viewport Lecture 36: implicit surfaces scene graph Rasterize • Polygonal mesh simplification • with arbitrary precision, in principle Texture stages Fragment shader Fragment merging: stencil, depth 3D Geometry Representations 2D: Range Image Represent different kinds oF inFormation: Image with depth inFormation point data, surface data, volumetric data • acquired From range scanner, incl. MicrosoFt Kinect and Google Tango Points Solids • not a complete 3D description: does not include • 2D: range image • Constructive Solid Geometry part oF object occluded From viewpoint • 3D: point cloud • Voxels Surfaces Procedural • Polygonal mesh • Particle system • Parametric surfaces • Spring-mass system Cyberware • Subdivision surfaces • Fractals • Implicit surfaces Curless Range image Tessellation Range surface Funkhouser Funkhouser, Ramamoorthi 3D: Point Cloud Surfaces Unstructured set oF 3D Boundary representation (B-reps) point samples • sometimes we only care about the surface, e.g., when Acquired From range finder rendering opaque objects and performing geometric computations Disadvantage: no structural inFo • adjacency/connectivity have to use e.g., k-nearest neighbors to compute Increasingly hot topic in graphics/vision
    [Show full text]
  • 4010, 237 8514, 226 80486, 280 82786, 227, 280 a AA. See Anti-Aliasing (AA) Abacus, 16 Accelerated Graphics Port (AGP), 219 Acce
    Index 4010, 237 AIB. See Add-in board (AIB) 8514, 226 Air traffic control system, 303 80486, 280 Akeley, Kurt, 242 82786, 227, 280 Akkadian, 16 Algebra, 26 Alias Research, 169 Alienware, 186 A Alioscopy, 389 AA. See Anti-aliasing (AA) All-In-One computer, 352 Abacus, 16 All-points addressable (APA), 221 Accelerated Graphics Port (AGP), 219 Alpha channel, 328 AccelGraphics, 166, 273 Alpha Processor, 164 Accel-KKR, 170 ALT-256, 223 ACM. See Association for Computing Altair 680b, 181 Machinery (ACM) Alto, 158 Acorn, 156 AMD, 232, 257, 277, 410, 411 ACRTC. See Advanced CRT Controller AMD 2901 bit-slice, 318 (ACRTC) American national Standards Institute (ANSI), ACS, 158 239 Action Graphics, 164, 273 Anaglyph, 376 Acumos, 253 Anaglyph glasses, 385 A.D., 15 Analog computer, 140 Adage, 315 Anamorphic distortion, 377 Adage AGT-30, 317 Anatomic and Symbolic Mapper Engine Adams Associates, 102 (ASME), 110 Adams, Charles W., 81, 148 Anderson, Bob, 321 Add-in board (AIB), 217, 363 AN/FSQ-7, 302 Additive color, 328 Anisotropic filtering (AF), 65 Adobe, 280 ANSI. See American national Standards Adobe RGB, 328 Institute (ANSI) Advanced CRT Controller (ACRTC), 226 Anti-aliasing (AA), 63 Advanced Remote Display Station (ARDS), ANTIC graphics co-processor, 279 322 Antikythera device, 127 Advanced Visual Systems (AVS), 164 APA. See All-points addressable (APA) AED 512, 333 Apalatequi, 42 AF. See Anisotropic filtering (AF) Aperture grille, 326 AGP. See Accelerated Graphics Port (AGP) API. See Application program interface Ahiska, Yavuz, 260 standard (API) AI.
    [Show full text]
  • Image File Formats, Digital Archival and TI/A
    Image File Formats, Digital Archival and TI/A Peter Fornaro & Lukas Rosenthaler A Short Introduction into Image File Formats 1 1 Introduction In general, long-term archival of digital data is a difficult task. On one hand the media, where the digital data is recorded on may be instable and decay with time. On the other hand, the rapid evolution cycle of digital technologies which is measured in years or even months leads to the obsolescence of recording technologies at a fast pace. Old1 data carriers may not be read anymore because the necessary machinery (tape reader, disk interface etc.) is no longer commercially available. Also, the the information about the file formats – that is the information about the meaning of the bits – may be lost because new formats have become standard. Thus, digital archiving is basically the task of guaranteeing the meaningful reading and decoding of bits in the far future. This task can be divided into parts: Bitstream preservation It has to be guaranteed that the bits which are basically analogue symbols on a analogue medium2 can be correctly detected. Since most often the permanence of the bits is higher than the lifetime of a given recording technology, bitstream preservation is basically limited by the obsolescence of a given recording technologies. Thus, copying the bits onto a new data carrier using the latest technology just before a recording technology becomes obsolete will preserve the bitstream. This task called bitstream migration has to be repeated every 3 - 5 years. Since a bitstream can be copied without information loss and the copies will be identical to the “original”, this process can be repeated an indefinite number of times (contrary to analogue copies where each generation is affected by more degradation until all information is lost).
    [Show full text]
  • Rage 128 Ss Ä
    RAGE ™128 Next Generation 3D and Multimedia Accelerator RAGE 128 GL for OpenGL Workstations and high-end entertainment PCs overview RAGE 128 VR ideal for stunning 2D & 3D performance on Mainstream PCs The ATI RAGE 128 is a fully integrated, ADVANCED 3D FEATURES 128-bit graphics and multimedia accelerator RAGE 128 is optimized for both DX6 and that offers leading-edge performance in all OpenGL acceleration. It provides full First chip to support new three vectors of visual computing: 3D, 2D, support of Direct3D texture lighting and and video. second-generation texture compositing. DDR SGRAM and popular Special effects such as complete alpha STUNNING PERFORMANCE blending, vertex and table-based fog, SDRAM memories RAGE 128 couples an advanced 128-bit video textures, texture lighting, reflections, engine with ATI's new SuperScalar shadows, spotlights, bump mapping, LOD Rendering technology (SSR) to provide biasing, and texture morphing are available. Optional support for TV-out stunningly fast 2D and 3D performance. AGP configurations can use system memory ATI's unique Twin-Cache Architecture (TCA) for additional textures. Hidden surface and Video Capture, enabling incorporates texture and pixel cache to removal uses 16, 24, or 32-bit Z-buffering. increase the effective memory bandwidth for "Broadcast PC" systems extra performance. The new Single-Pass NEW DIRECTX 6.0 FEATURES Multi Texturing (SMT) capability enables The RAGE 128 is ideally matched with ( advanced 3D effects like texturing, lighting DirectX 6.0, supporting new DirectX features and shading at full performance. The chip such as multitexturing, stencil planes, bump also incorporates ATI's new Concurrent mapping, vertex buffers, and direct walk of Command Engine (CCE), which takes full Direct3D/OpenGL vertex list.
    [Show full text]
  • Polygonal Meshes
    Polygonal Meshes COS 426 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Polygonal Mesh Set of polygons representing a 2D surface embedded in 3D Isenberg 3D Polygonal Mesh Geometry & topology Face Edge Vertex (x,y,z) Zorin & Schroeder Geometry background Scene is usually approximated by 3D primitives Point Vector Line segment Ray Line Plane Polygon 3D Point Specifies a location Represented by three coordinates Infinitely small typedef struct { Coordinate x; Coordinate y; Coordinate z; } Point; (x,y,z) Origin 3D Vector Specifies a direction and a magnitude Represented by three coordinates Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz) Has no location typedef struct { (dx,dy,dz) Coordinate dx; Coordinate dy; Coordinate dz; } Vector; 3D Vector Dot product of two 3D vectors V1·V2 = ||V1 || || V2 || cos(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) 3D Vector Cross product of two 3D vectors V1·V2 = (dy1dx2 - dz1dy2, dz1dx2 - dx1dz2, dx1dy2 - dy1dx2) V1xV2 = vector perpendicular to both V1 and V2 ||V1xV2|| = ||V1 || || V2 || sin(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) V1xV2 3D Line Segment Linear path between two points Parametric representation: » P = P1 + t (P2 - P1),
    [Show full text]
  • Preferred Formats National Archives of the Netherlands in View of Sustainable Accessibility
    Preferred formats National Archives of the Netherlands In view of sustainable accessibility Version 1.0, November 2016 Contents Contents—2 1 Introduction—3 2 Why preferred formats?—6 Archival regulation: ‘open unless...’—6 Management and availability: easier with minimal diversity—6 Open standards and interoperability: as few obstacles as possible—7 3 Preferred formats and acceptable formats—8 Summary of referred formats and acceptable formats—8 Overview preferred formats including substantiation—8 Overview of acceptable formats including substantiation—10 Appendix 1: Archival regulation—12 Appendix 2: Dutch Standardisation Forum and open standards—14 What are open standards?—14 Why open standards?—14 Interoperability and supplier independence—14 Publishing details—15 Page 2 van 15 1 Introduction The National Archives’ e-Depot can receive, sustainably store and make available digital information in a variety of forms and formats. But in light of digital sustainability, the National Archives has a number of preferred formats for the information supplied by the legal caretakers. This document describes those preferred formats and provides a substantiation for their use. This allows custodians to take sustainable accessibility into account from the inception of their information. Context and cause The document Preferred formats of the National Archives is an elaboration of its Preservation Policy. The Preservation Policy describes the overall policy for preservation, i.e. the way in which the National Archives keeps the digital information it manages authentic and useable. In addition to Preferred formats, the Preservation Policy is elaborated upon in other documents.1 Figure 1 depicts the components of the National Archives’ preservation policy. Preservation policy Policy (what) Strategy and Strategies and standards standards (why which choices) Information types Preferred formats Technical Registry Preservation Watch Essential characteristics (Monitor Designated Community & Technology), incl.
    [Show full text]