140 likes | 270 Vues
This lecture from the University of Texas at Austin (CS.378) provides an insightful overview of 3D game technology, focusing on the core class structure of 3D engines and how they manage complex scenes through hierarchical modeling. It explains fundamental concepts such as geometric primitives, transformations, and how articulated characters can be animated using key-frame techniques. The discussion also covers scene graphs, where various objects, cameras, and lights interact within a structured framework, essential for dynamic game environments.
E N D
CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012
What’s a 3d engine • OGRE Core Class Structure University of Texas at Austin CS 378 – Game Technology Don Fussell 2
What are the objects? • Geometry - polygon (triangle, quad) meshes University of Texas at Austin CS 378 – Game Technology Don Fussell 3
Hierarchical Modeling • How can you make articulated characters move in the world? • Move the whole character wrt the world • Move legs, arms, head wrt body • Move hands wrt arms • Move upper vs. lower arm • Same for legs University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 4
Symbols and instances • Most graphics APIs support a few geometric primitives: • spheres • cubes • triangles • These symbols are instanced using an instance transformation. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 5
Use a series of transformations • Ultimately, a particular geometric instance istransformed by one combined transformation matrix: • But it’s convenient to build this single matrixfrom a series of simpler transformations: • We have to be careful about how we thinkabout composing these transformations.(Mathematical reason: Transformation matrices don’t commute under matrix multiplication) University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 6
Connecting primitives University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 7
h2 h3 h1 3D Example: A robot arm • Consider this robot arm with 3 degrees of freedom: • Base rotates about its vertical axis by • Upper arm rotates in its xy-plane by • Lower arm rotates in its xy-plane by • Q: What matrix do we use to transform the base? • Q: What matrix for the upper arm? • Q: What matrix for the lower arm? Lower arm Upper arm Base University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 8
Hierarchical modeling • Hierarchical models can be composed of instances using trees or DAGs: • edges contain geometric transformations • nodes contain geometry (and possibly drawing attributes) How might we draw the tree for the robot arm? University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 9
A complex example: human figure Q: What’s the most sensible way to traverse this tree? University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 10
Human figure implementation, OpenGL figure() { torso(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); head(); glPopMatrix(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); left_upper_arm(); glPushMatrix(); glTranslate( ... ); glRotate( ... ); left_lower_arm(); glPopMatrix(); glPopMatrix(); . . . } University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 11
Animation • The above examples are called articulated models: • rigid parts • connected by joints • They can be animated by specifying the joint angles (or other display parameters) as functions of time. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 12
Key-frame animation • The most common method for character animation in production is key-frame animation. • Each joint specified at various key frames (not necessarily the same as other joints) • System does interpolation or in-betweening • Doing this well requires: • A way of smoothly interpolating key frames: splines • A good interactive system • A lot of skill on the part of the animator University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 13
Scene Camera Object1 Light1 Light2 Object2 Object3 Scene graphs • The idea of hierarchical modeling can be extended to an entire scene, encompassing: • many different objects • lights • camera position • This is called a scene tree or scene graph. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell 14