Basic Graphics and Game Engine
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Learn Python the Hard Way
ptg11539604 LEARN PYTHON THE HARD WAY Third Edition ptg11539604 Zed Shaw’s Hard Way Series Visit informit.com/hardway for a complete list of available publications. ed Shaw’s Hard Way Series emphasizes instruction and making things as ptg11539604 Zthe best way to get started in many computer science topics. Each book in the series is designed around short, understandable exercises that take you through a course of instruction that creates working software. All exercises are thoroughly tested to verify they work with real students, thus increasing your chance of success. The accompanying video walks you through the code in each exercise. Zed adds a bit of humor and inside jokes to make you laugh while you’re learning. Make sure to connect with us! informit.com/socialconnect LEARN PYTHON THE HARD WAY A Very Simple Introduction to the Terrifyingly Beautiful World of Computers and Code Third Edition ptg11539604 Zed A. Shaw Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. -
Texture Mapping Textures Provide Details Makes Graphics Pretty
Texture Mapping Textures Provide Details Makes Graphics Pretty • Details creates immersion • Immersion creates fun Basic Idea Paint pictures on all of your polygons • adds color data • adds (fake) geometric and texture detail one of the basic graphics techniques • tons of hardware support Texture Mapping • Map between region of plane and arbitrary surface • Ensure “right things” happen as textured polygon is rendered and transformed Parametric Texture Mapping • Texture size and orientation tied to polygon • Texture can modulate diffuse color, specular color, specular exponent, etc • Separation of “texture space” from “screen space” • UV coordinates of range [0…1] Retrieving Texel Color • Compute pixel (u,v) using barycentric interpolation • Look up texture pixel (texel) • Copy color to pixel • Apply shading How to Parameterize? Classic problem: How to parameterize the earth (sphere)? Very practical, important problem in Middle Ages… Latitude & Longitude Distorts areas and angles Planar Projection Covers only half of the earth Distorts areas and angles Stereographic Projection Distorts areas Albers Projection Preserves areas, distorts aspect ratio Fuller Parameterization No Free Lunch Every parameterization of the earth either: • distorts areas • distorts distances • distorts angles Good Parameterizations • Low area distortion • Low angle distortion • No obvious seams • One piece • How do we achieve this? Planar Parameterization Project surface onto plane • quite useful in practice • only partial coverage • bad distortion when normals perpendicular Planar Parameterization In practice: combine multiple views Cube Map/Skybox Cube Map Textures • 6 2D images arranged like faces of a cube • +X, -X, +Y, -Y, +Z, -Z • Index by unnormalized vector Cube Map vs Skybox skybox background Cube maps map reflections to emulate reflective surface (e.g. -
Texture / Image-Based Rendering Texture Maps
Texture / Image-Based Rendering Texture maps Surface color and transparency Environment and irradiance maps Reflectance maps Shadow maps Displacement and bump maps Level of detail hierarchy CS348B Lecture 12 Pat Hanrahan, Spring 2005 Texture Maps How is texture mapped to the surface? Dimensionality: 1D, 2D, 3D Texture coordinates (s,t) Surface parameters (u,v) Direction vectors: reflection R, normal N, halfway H Projection: cylinder Developable surface: polyhedral net Reparameterize a surface: old-fashion model decal What does texture control? Surface color and opacity Illumination functions: environment maps, shadow maps Reflection functions: reflectance maps Geometry: bump and displacement maps CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 1 Classic History Catmull/Williams 1974 - basic idea Blinn and Newell 1976 - basic idea, reflection maps Blinn 1978 - bump mapping Williams 1978, Reeves et al. 1987 - shadow maps Smith 1980, Heckbert 1983 - texture mapped polygons Williams 1983 - mipmaps Miller and Hoffman 1984 - illumination and reflectance Perlin 1985, Peachey 1985 - solid textures Greene 1986 - environment maps/world projections Akeley 1993 - Reality Engine Light Field BTF CS348B Lecture 12 Pat Hanrahan, Spring 2005 Texture Mapping ++ == 3D Mesh 2D Texture 2D Image CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 2 Surface Color and Transparency Tom Porter’s Bowling Pin Source: RenderMan Companion, Pls. 12 & 13 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Reflection Maps Blinn and Newell, 1976 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 3 Gazing Ball Miller and Hoffman, 1984 Photograph of mirror ball Maps all directions to a to circle Resolution function of orientation Reflection indexed by normal CS348B Lecture 12 Pat Hanrahan, Spring 2005 Environment Maps Interface, Chou and Williams (ca. -
Deconstructing Hardware Usage for General Purpose Computation on Gpus
Deconstructing Hardware Usage for General Purpose Computation on GPUs Budyanto Himawan Manish Vachharajani Dept. of Computer Science Dept. of Electrical and Computer Engineering University of Colorado University of Colorado Boulder, CO 80309 Boulder, CO 80309 E-mail: {Budyanto.Himawan,manishv}@colorado.edu Abstract performance, in 2001, NVidia revolutionized the GPU by making it highly programmable [3]. Since then, the programmability of The high-programmability and numerous compute resources GPUs has steadily increased, although they are still not fully gen- on Graphics Processing Units (GPUs) have allowed researchers eral purpose. Since this time, there has been much research and ef- to dramatically accelerate many non-graphics applications. This fort in porting both graphics and non-graphics applications to use initial success has generated great interest in mapping applica- the parallelism inherent in GPUs. Much of this work has focused tions to GPUs. Accordingly, several works have focused on help- on presenting application developers with information on how to ing application developers rewrite their application kernels for the perform the non-trivial mapping of general purpose concepts to explicitly parallel but restricted GPU programming model. How- GPU hardware so that there is a good fit between the algorithm ever, there has been far less work that examines how these appli- and the GPU pipeline. cations actually utilize the underlying hardware. Less attention has been given to deconstructing how these gen- This paper focuses on deconstructing how General Purpose ap- eral purpose application use the graphics hardware itself. Nor has plications on GPUs (GPGPU applications) utilize the underlying much attention been given to examining how GPUs (or GPU-like GPU pipeline. -
Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
Texture Mapping Modeling an Orange
Texture Mapping Modeling an Orange q Problem: Model an orange (the fruit) q Start with an orange-colored sphere – Too smooth q Replace sphere with a more complex shape – Takes too many polygons to model all the dimples q Soluon: retain the simple model, but add detail as a part of the rendering process. 1 Modeling an orange q Surface texture: we want to model the surface features of the object not just the overall shape q Soluon: take an image of a real orange’s surface, scan it, and “paste” onto a simple geometric model q The texture image is used to alter the color of each point on the surface q This creates the ILLUSION of a more complex shape q This is efficient since it does not involve increasing the geometric complexity of our model Recall: Graphics Rendering Pipeline Application Geometry Rasterizer 3D 2D input CPU GPU output scene image 2 Rendering Pipeline – Rasterizer Application Geometry Rasterizer Image CPU GPU output q The rasterizer stage does per-pixel operaons: – Turn geometry into visible pixels on screen – Add textures – Resolve visibility (Z-buffer) From Geometry to Display 3 Types of Texture Mapping q Texture Mapping – Uses images to fill inside of polygons q Bump Mapping – Alter surface normals q Environment Mapping – Use the environment as texture Texture Mapping - Fundamentals q A texture is simply an image with coordinates (s,t) q Each part of the surface maps to some part of the texture q The texture value may be used to set or modify the pixel value t (1,1) (199.68, 171.52) Interpolated (0.78,0.67) s (0,0) 256x256 4 2D Texture Mapping q How to map surface coordinates to texture coordinates? 1. -
Symantec Web Security Service Policy Guide
Web Security Service Policy Guide Version 6.10.4.1/OCT.12.2018 Symantec Web Security Service/Page 2 Policy Guide/Page 3 Copyrights Copyright © 2018 Symantec Corp. All rights reserved. Symantec, the Symantec Logo, the Checkmark Logo, Blue Coat, and the Blue Coat logo are trademarks or registered trademarks of Symantec Corp. or its affiliates in the U.S. and other coun- tries. Other names may be trademarks of their respective owners. This document is provided for informational purposes only and is not intended as advertising. All warranties relating to the information in this document, either express or implied, are disclaimed to the maximum extent allowed by law. The information in this document is subject to change without notice. THE DOCUMENTATION IS PROVIDED "AS IS" AND ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. SYMANTEC CORPORATION SHALL NOT BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH THE FURNISHING, PERFORMANCE, OR USE OF THIS DOCUMENTATION. THE INFORMATION CONTAINED IN THIS DOCUMENTATION IS SUBJECT TO CHANGE WITHOUT NOTICE. Symantec Corporation 350 Ellis Street Mountain View, CA 94043 www.symantec.com Policy Guide/Page 4 Symantec Web Security Service Policy Guide The Symantec Web Security Service solutions provide real-time protection against web-borne threats. As a cloud-based product, the Web Security Service leverages Symantec's proven security technology as well as the WebPulse™ cloud com- munity of over 75 million users. -
USER GUIDE 1 CONTENTS Overview
USER GUIDE 1 CONTENTS Overview ......................................................................................................................................... 2 System requirements .................................................................................................................... 2 Installation ...................................................................................................................................... 2 Workflow ......................................................................................................................................... 3 Interface .......................................................................................................................................... 8 Tool Panel ................................................................................................................................................. 8 Texture panel .......................................................................................................................................... 10 Tools ............................................................................................................................................. 11 Poly Lasso Tool ...................................................................................................................................... 11 Poly Lasso tool actions ........................................................................................................................... 12 Construction plane ................................................................................................................................. -
A Snake Approach for High Quality Image-Based 3D Object Modeling
A Snake Approach for High Quality Image-based 3D Object Modeling Carlos Hernandez´ Esteban and Francis Schmitt Ecole Nationale Superieure´ des Tel´ ecommunications,´ France e-mail: carlos.hernandez, francis.schmitt @enst.fr f g Abstract faces. They mainly work for 2.5D surfaces and are very de- pendent on the light conditions. A third class of methods In this paper we present a new approach to high quality 3D use the color information of the scene. The color informa- object reconstruction by using well known computer vision tion can be used in different ways, depending on the type of techniques. Starting from a calibrated sequence of color im- scene we try to reconstruct. A first way is to measure color ages, we are able to recover both the 3D geometry and the consistency to carve a voxel volume [28, 18]. But they only texture of the real object. The core of the method is based on provide an output model composed of a set of voxels which a classical deformable model, which defines the framework makes difficult to obtain a good 3D mesh representation. Be- where texture and silhouette information are used as exter- sides, color consistency algorithms compare absolute color nal energies to recover the 3D geometry. A new formulation values, which makes them sensitive to light condition varia- of the silhouette constraint is derived, and a multi-resolution tions. A different way of exploiting color is to compare local gradient vector flow diffusion approach is proposed for the variations of the texture such as in cross-correlation methods stereo-based energy term. -
UNWRELLA Step by Step Unwrapping and Texture Baking Tutorial
Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result UNWRELLA Unwrella FAQ, users manual Step by step unwrapping and texture baking tutorial Unwrella UV mapping tutorial. Copyright 3d-io GmbH, 2009. All rights reserved. Please visit http://www.unwrella.com for more details. Unwrella Step by Step automatic unwrapping and texture baking tutorial Introduction 3. Introduction Content 4. Content Defining Seams in 3DSMax 10. Defining Seams in Max Applying Unwrella Texture Baking 16. Applying Unwrella Final result 20. Texture Baking Unwrella FAQ, users manual 29. Final Result 30. Unwrella FAQ, user manual Unwrella UV mapping tutorial. Copyright 3d-io GmbH, 2009. All rights reserved. Please visit http://www.unwrella.com for more details. Introduction In this comprehensive tutorial we will guide you through the process of creating optimal UV texture maps. Introduction Despite the fact that Unwrella is single click solution, we have created this tutorial with a lot of material explaining basic Autodesk 3DSMax work and the philosophy behind the „Render to Texture“ workflow. Content Defining Seams in This method, known in game development as texture baking, together with deployment of the Unwrella plug-in achieves the 3DSMax following quality benchmarks efficiently: Applying Unwrella - Textures with reduced texture mapping seams Texture Baking - Minimizes the surface stretching Final result - Creates automatically the largest possible UV chunks with maximal use of available space Unwrella FAQ, users manual - Preserves user created UV Seams - Reduces the production time from 30 minutes to 3 Minutes! Please follow these steps and learn how to utilize this great tool in order to achieve the best results in minimum time during your everyday productions. -
Symantec Web Security Service Policy Guide
Web Security Service Policy Guide Revision: NOV.07.2020 Symantec Web Security Service/Page 2 Policy Guide/Page 3 Copyrights Broadcom, the pulse logo, Connecting everything, and Symantec are among the trademarks of Broadcom. The term “Broadcom” refers to Broadcom Inc. and/or its subsidiaries. Copyright © 2020 Broadcom. All Rights Reserved. The term “Broadcom” refers to Broadcom Inc. and/or its subsidiaries. For more information, please visit www.broadcom.com. Broadcom reserves the right to make changes without further notice to any products or data herein to improve reliability, function, or design. Information furnished by Broadcom is believed to be accurate and reliable. However, Broadcom does not assume any liability arising out of the application or use of this information, nor the application or use of any product or circuit described herein, neither does it convey any license under its patent rights nor the rights of others. Policy Guide/Page 4 Symantec WSS Policy Guide The Symantec Web Security Service solutions provide real-time protection against web-borne threats. As a cloud-based product, the Web Security Service leverages Symantec's proven security technology, including the WebPulse™ cloud community. With extensive web application controls and detailed reporting features, IT administrators can use the Web Security Service to create and enforce granular policies that are applied to all covered users, including fixed locations and roaming users. If the WSS is the body, then the policy engine is the brain. While the WSS by default provides malware protection (blocks four categories: Phishing, Proxy Avoidance, Spyware Effects/Privacy Concerns, and Spyware/Malware Sources), the additional policy rules and options you create dictate exactly what content your employees can and cannot access—from global allows/denials to individual users at specific times from specific locations. -
Ac 2008-325: an Architectural Walkthrough Using 3D Game Engine
AC 2008-325: AN ARCHITECTURAL WALKTHROUGH USING 3D GAME ENGINE Mohammed Haque, Texas A&M University Dr. Mohammed E. Haque is a professor and holder of the Cecil O. Windsor, Jr. Endowed Professorship in Construction Science at Texas A&M University at College Station, Texas. He has over twenty years of professional experience in analysis, design, and investigation of building, bridges and tunnel structural projects of various city and state governments and private sectors. Dr. Haque is a registered Professional Engineer in the states of New York, Pennsylvania and Michigan, and members of ASEE, ASCE, and ACI. Dr. Haque received a BSCE from Bangladesh University of Engineering and Technology, a MSCE and a Ph.D. in Civil/Structural Engineering from New Jersey Institute of Technology, Newark, New Jersey. His research interests include fracture mechanics of engineering materials, composite materials and advanced construction materials, architectural/construction visualization and animation, computer applications in structural analysis and design, artificial neural network applications, knowledge based expert system developments, application based software developments, and buildings/ infrastructure/ bridges/tunnels inspection and database management systems. Pallab Dasgupta, Texas A&M University Mr. Pallab Dasgupta is a graduate student of the Department of Construction Science, Texas A&M University. Page 13.173.1 Page © American Society for Engineering Education, 2008 An Architectural Walkthrough using 3D Game Engine Abstract Today’s 3D game engines have long been used by game developers to create dazzling worlds with the finest details—allowing users to immerse themselves in the alternate worlds provided. With the availability of the “Unreal Engine” these same 3D engines can now provide a similar experience for those working in the field of architecture.