The Making of Seemore Webgl
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Travail De Bachelor 2018 Outil De Sensibilisation Ludique
Travail de Bachelor 2018 Outil de sensibilisation ludique Serious game – AcquOie Game Etudiant-e : Taylan Caloz-Üregen Professeur : David Wannier HES-SO Valais-Wallis • rue de la Plaine 2 • 3960 Sierre +41 27 606 89 11 • [email protected] • www.hevs.ch Source de l’iMage d’illustration en page de tire : Donnée personnelle Résumé Ce docuMent traite des serious games, ou jeux sérieux en français. Nous commencerons par définir ce type de jeux qui Mélange pour la plupart l’aspect ludique des jeux vidéo et un côté pédagogique. Nous nous intéresserons aux réels objectifs d’un serious game afin de savoir si le développeMent et la conception d’une telle application sont pertinents. Ensuite, nous nous attarderons sur l’analyse des différents besoins nécessaires à l’élaboration de ce type de jeux. Nous définirons les besoins de notre client, ressortis lors de notre entretien, que nous veillerons à satisfaire avec le développeMent de notre application. Nous établirons un état de l’art afin de faire ressortir les éléMents intéressants qui ont déjà été conçus dans le Milieu des jeux sérieux : le développeMent durable et l’eau en particulier. Nous nous pencherons enfin sur les différentes plateforMes et technologies sur lesquelles nous pouvons concevoir ce type de jeu. Une fois la plateforMe choisie, nous analyserons les différentes technologies perMettant de concevoir au Mieux un serious game. Nous étudierons différentes librairies JavaScript, ainsi que des Moteurs de jeu transpilé (développé selon un langage, puis traduit et coMpilé en JavaScript). Puis nous passerons à la partie conception de notre jeu sérieux. Nous dresserons une liste des Métiers du jeu vidéo, et nous développerons dans le détail les différentes étapes de sa conception : scénario, graphisMe, architecture de notre projet, les Modes de jeux et les différentes Manières de sauvegarder les données du jeu. -
Vzorová Prezentace Dcgi
Textures Jiří Bittner, Vlastimil Havran Textures . Motivation - What are textures good for? MPG 13 . Texture mapping principles . Using textures in rendering . Summary 2 Textures Add Details 3 Cheap Way of Increasing Visual Quality 4 Textures - Introduction . Surface macrostructure . Sub tasks: - Texture definition: image, function, … - Texture mapping • positioning the texture on object (assigning texture coordinates) - Texture rendering • what is influenced by texture (modulating color, reflection, shape) 5 Typical Use of (2D) Texture . Texture coordinates (u,v) in range [0-1]2 u brick wall texel color v (x,y,z) (u,v) texture spatial parametric image coordinates coordinates coordinates 6 Texture Data Source . Image - Data matrix - Possibly compressed . Procedural - Simple functions (checkerboard, hatching) - Noise functions - Specific models (marvle, wood, car paint) 8 Texture Dimension . 2D – images . 1D – transfer function (e.g. color of heightfield) . 3D – material from which model is manufactured (wood, marble, …) - Hypertexture – 3D model of partly transparent materials (smoke, hair, fire) . +Time – animated textures 9 Texture Data . Scalar values - weight, intensity, … . Vectors - color - spectral color 10 Textures . Motivation - What are textures good for? MPG 13 . Texture mapping principles . Using textures in rendering . Summary 11 Texture Mapping Principle Texture application Planar Mapping texture 2D image to 3D surface (Inverse) texture mapping T: [u v] –> Color M: [x y z] –> [u v] M ◦ T: [x y z] –> [u v] –> Color 12 Texture Mapping – Basic Principles . Inverse mapping . Geometric mapping using proxy surface . Environment mapping 13 Inverse Texture Mapping – Simple Shapes . sphere, toroid, cube, cone, cylinder T(u,v) (M ◦ T) (x,y,z) v z v y u u x z z [x, y, z] r r h y β α y x x [u,v]=[0,0.5] [u,v]=[0,0] 14 Texture Mapping using Proxy Surface . -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
Environment Mapping
Environment Mapping Computer Graphics CSE 167 Lecture 13 CSE 167: Computer graphics • Environment mapping – An image‐based lighting method – Approximates the appearance of a surface using a precomputed texture image (or images) – In general, the fastest method of rendering a surface CSE 167, Winter 2018 2 More realistic illumination • In the real world, at each point in a scene, light arrives from all directions (not just from a few point light sources) – Global illumination is a solution, but is computationally expensive – An alternative to global illumination is an environment map • Store “omni‐directional” illumination as images • Each pixel corresponds to light from a certain direction • Sky boxes make for great environment maps CSE 167, Winter 2018 3 Based on slides courtesy of Jurgen Schulze Reflection mapping • Early (earliest?) non‐decal use of textures • Appearance of shiny objects – Phong highlights produce blurry highlights for glossy surfaces – A polished (shiny) object reflects a sharp image of its environment 2004] • The whole key to a Adelson & shiny‐looking material is Willsky, providing something for it to reflect [Dror, CSE 167, Winter 2018 4 Reflection mapping • A function from the sphere to colors, stored as a texture 1976] Newell & [Blinn CSE 167, Winter 2018 5 Reflection mapping • Interface (Lance Williams, 1985) Video CSE 167, Winter 2018 6 Reflection mapping • Flight of the Navigator (1986) CSE 167, Winter 2018 7 Reflection mapping • Terminator 2 (1991) CSE 167, Winter 2018 8 Reflection mapping • Star Wars: Episode -
Webgl™ Optimizations for Mobile
WebGL™ Optimizations for Mobile Lorenzo Dal Col Senior Software Engineer, ARM 1 Agenda 1. Introduction to WebGL™ on mobile . Rendering Pipeline . Locate the bottleneck 2. Performance analysis and debugging tools for WebGL . Generic optimization tips 3. PlayCanvas experience . WebGL Inspector 4. Use case: PlayCanvas Swooop . ARM® DS-5 Streamline . ARM Mali™ Graphics Debugger 5. Q & A 2 Bring the Power of OpenGL® ES to Mobile Browsers What is WebGL™? Why WebGL? . A cross-platform, royalty free web . It brings plug-in free 3D to the web, standard implemented right into the browser. Low-level 3D graphics API . Major browser vendors are members of . Based on OpenGL® ES 2.0 the WebGL Working Group: . A shader based API using GLSL . Apple (Safari® browser) . Mozilla (Firefox® browser) (OpenGL Shading Language) . Google (Chrome™ browser) . Opera (Opera™ browser) . Some concessions made to JavaScript™ (memory management) 3 Introduction to WebGL™ . How does it fit in a web browser? . You use JavaScript™ to control it. Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on. What do you need to start creating graphics? . Obtain WebGLrenderingContext object for a given HTMLCanvasElement. It creates a drawing buffer into which the API calls are rendered. For example: var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, canvas.width, canvas.height); 4 WebGL™ Stack What is happening when a WebGL page is loaded . User enters URL . HTTP stack requests the HTML page Browser . Additional requests will be necessary to get Space User JavaScript™ code and other resources WebKit JavaScript Engine . -
Ahenvironmentlight Version 3.0 for DAZ Studio Version 3.0.1.139 and Above
ahEnvironmentLight V3 for DAZ Studio 3.0 by Pendragon - Manual Page 1 of 32 © 2009 by Arthur Heinz - All Rights Reserved. ahEnvironmentLight Version 3.0 for DAZ Studio Version 3.0.1.139 and above Arthur Heinz aka “Pendragon” <[email protected]> ahEnvironmentLight V3 for DAZ Studio 3.0 by Pendragon - Manual Page 2 of 32 © 2009 by Arthur Heinz - All Rights Reserved. Table of Contents Featured Highlights of Version 3.0 ...................................................................................................................4 Quick Start........................................................................................................................................................5 Where to find the various parts....................................................................................................................5 Loading and rendering a scene with the IBL light........................................................................................6 New features concerning setup...................................................................................................................8 Preview Light..........................................................................................................................................8 Internal IBL Image Rotation Parameters...............................................................................................10 Overall Illumination Settings.................................................................................................................10 -
IBL in GUI for Mobile Devices Andreas Nilsson
LiU-ITN-TEK-A--11/025--SE IBL in GUI for mobile devices Andreas Nilsson 2011-05-11 Department of Science and Technology Institutionen för teknik och naturvetenskap Linköping University Linköpings universitet SE-601 74 Norrköping, Sweden 601 74 Norrköping LiU-ITN-TEK-A--11/025--SE IBL in GUI for mobile devices Examensarbete utfört i medieteknik vid Tekniska högskolan vid Linköpings universitet Andreas Nilsson Examinator Ivan Rankin Norrköping 2011-05-11 Upphovsrätt Detta dokument hålls tillgängligt på Internet – eller dess framtida ersättare – under en längre tid från publiceringsdatum under förutsättning att inga extra- ordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka kopior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervisning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säkerheten och tillgängligheten finns det lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsmannens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/ Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a considerable time from the date of publication barring exceptional circumstances. The online availability of the document implies a permanent permission for anyone to read, to download, to print out single copies for your own use and to use it unchanged for any non-commercial research and educational purpose. -
SRJC CS42 5363 Sp 2021 Syllabus Final V2
CS42: Introduction to Game Coding Section 5363, Spring 2021 Course Syllabus Instructor: Ethan Wilde (he/him/his), [email protected] Course Description This course introduces students to the design, development, and coding of simple graphical computer-based games. During the course, students will be introduced to various game engines and development environments. Students will gain experience working individually and in a team environment. Emphasis is placed on engaging players through compelling application of game mechanics, dynamics, and aesthetics, as well as on playtesting and iterative development to ensure user-centered design goals are met. Recommended Preparation: Course completion of CS 110A and/or programming experience Prerequisites: None Whether you want to become a member of a professional AAA game development team, or just want to try your hand as an independent game developer, mastery of the game development process, including coding, is essential to those goals. We will work with the ECMA-compliant JavaScript language and real-world tools to develop proficiency in the creation of browser- based, mobile and console games. This course will follow the Transformational Process in development of final game projects. Student Learning Outcomes Students will be able to: 1. Understand and apply systems-level thinking and game development methodology best practices to the design and development of simple graphical computer-based games. 2. Develop team-based game creation skills that cover game logic sequencing; storyboarding; artistic and technical coordination; and understanding of technical requirements and limitations. Upon completion of the course, students will be able to: 1. Explain factors that motivate game players and apply those to the design of games that satisfy the needs of players. -
Reflective Bump Mapping
Reflective Bump Mapping Cass Everitt NVIDIA Corporation [email protected] Overview • Review of per-vertex reflection mapping • Bump mapping and reflection mapping • Reflective Bump Mapping • Pseudo-reflective bump mapping • Offset bump mapping, or EMBM (misnomer) • Tangent-space support? • Common usage • True Reflective bump mapping • Simple object-space implementation • Supports tangent-space, and more normal control 2 Per-Vertex Reflection Mapping • Normals are transformed into eye-space • “u” vector is the normalized eye-space vertex position • Reflection vector is calculated in eye-space as r = u − 2n(n •u) Note that this equation depends on n being unit length • Reflection vector is transformed into cubemap- space with the texture matrix • Since the cubemap represents the environment, cubemap-space is typically the same as world- space • OpenGL does not have an explicit world-space, but the application usually does 3 Per-Vertex Reflection Mapping Diagram Eye Space Cube Map Space (usually world space) -z -z r n texture e -x x matrix r n e -x x Reflection vector is computed cube in eye space and rotated in to map cubemap space by the texture matrix eye cube eye map 4 Bump Mapping and Reflection Mapping • Bump mapping and (per-vertex) reflection mapping don’t look right together • Reflection Mapping is a form of specular lighting • Would be like combining per-vertex specular with per-pixel diffuse • Looks like a bumpy surface with a smooth enamel gloss coat • Really need per-fragment reflection mapping • Doing it right requires a lot of -
Environment Mapping Techniques
chapter07.qxd 2/6/2003 3:49 PM Page 169 Chapter 7 Environment Mapping Techniques This chapter explains environment mapping and presents several applications of the technique. The chapter has the following four sections: • “Environment Mapping” introduces the technique and explains its key assump- tions and limitations. • “Reflective Environment Mapping” explains the physics of reflection and how to simulate reflective materials with environment mapping. • “Refractive Environment Mapping” describes Snell’s Law and shows how to use environment maps to implement an effect that approximates refraction. • “The Fresnel Effect and Chromatic Dispersion” combines reflection, refraction, the Fresnel effect, and the chromatic properties of light to produce a more complex effect called chromatic dispersion. 7.1 Environment Mapping The preceding chapters showed some basic shading techniques. By now, you know how to light, transform, texture, and animate objects with Cg. However, your render- ings are probably not quite what you envisioned. The next few chapters describe a few simple techniques that can dramatically improve your images. This chapter presents several techniques based on environment mapping. Environment mapping simulates an object reflecting its surroundings. In its simplest form, environ- ment mapping gives rendered objects a chrome-like appearance. 169 7.1 Environment Mapping chapter07.qxd 2/6/2003 3:49 PM Page 170 Environment mapping assumes that an object’s environment (that is, everything sur- rounding it) is infinitely distant from the object and, therefore, can be encoded in an omnidirectional image known as an environment map. 7.1.1 Cube Map Textures All recent GPUs support a type of texture known as a cube map. -
Blinn/Newell Method(1976)
Texturing Methods Alpha Mapping Light Mapping Gloss Mapping Environment Mapping ◦ Blinn/Newell ◦ Cube, Sphere, Paraboloid Mapping Bump Mapping ◦ Emboss Method ◦ EM bump mapping ITCS 3050:Game Engine Design 1 Texturing Methods Alpha Mapping Decaling: Eg., flower in a teapot, parts outside of the flower have α = 0; clamp to border mode with a transparent border. Cutouts: Similar idea, but make all background pixels to be trans- parent. ”Tree” example: Combine the tree texture with a rotated copy to form a cheap 3D tree. ITCS 3050:Game Engine Design 2 Texturing Methods Light Mapping For static environments, diffuse lighting is view independent, specu- lar lighting is not. Can capture diffuse illumination in a texture, as a light map Useful to perform light mapping in a separate stage - can use smaller textures, use texture animation (moving spotlights) Volume light textures provide more comprehensive light maps. ITCS 3050:Game Engine Design 3 Texturing Methods Gloss Mapping Gloss mapping helps selective use of glossiness (shininess) on 3D objects Example: Brick wall with shiny bricks, dull mortar - use a gloss map with high values for brick positions and low values elsewhere. o = tdiff ⊗ idiff + tglossispec Thus, we simply enhance the brightness of the highlights using the gloss map. ITCS 3050:Game Engine Design 4 Texturing Methods Environment Mapping (EM) Introduced by Blinn and Newell. Also called reflection mapping, powerful means to obtain reflections in curved surfaces. Uses the direction of the reflection vector as an index into an image containing the environment. Assumptions: lights are far, no self reflection. ITCS 3050:Game Engine Design 5 Texturing Methods Environment Mapping Procedure Generate 2D image of environment Pixels containing reflective objects - compute reflection vector from normal and view vector Compute index into environment map, using the reflection vector Retrieve texel from the EM to color pixel. -
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