Advanced Graphics Techniques in Real-Time Rendering
This project showcases various advanced graphics techniques applicable in real-time rendering environments. It includes shadow mapping, normal mapping, point sprites, and water reflections, along with custom shaders for realistic visual effects. The implementation features camera bobbing mechanics, collision detection, and joystick integration for user input. Additional enhancements like a skydome and HUD are included, aiming for a visually immersive experience. Future improvements could focus on more realistic water simulations and sound integration.
Advanced Graphics Techniques in Real-Time Rendering
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Presentation Transcript
CSC 4356 FINAL PROJECT KEVIN CHERRY
Objective • Class Techniques • Shadow • Normal Map • Point Sprite • Water / Mirror • Spot / Point Light • Common Techniques • Skycube • HUD • Joystick • Camera Bob When Walking • Sound • Collision Detection • Custom Techniques • Water Fade Off
Shadow • Uses code from notes • Able to render for multiple objects • Stores reversed view matrix in texture so I can get just model matrix in shader
Normal Map • Uses function that copies image file to GL texture index • Diffuse and normal textures are handled in shader • Easy to implement and looks great!
Point Sprite • Got starting code online • Structs • Sprite: GL texture unit, position, color, scale, texture coordinates • ASprite: Same but GL texture unit is array and texture count, texture index, swap delay, and swap counter added
Point Sprite • Render • Creates x,y positions for four vertices • Binds sprite’s texture • Uses triangle strip and texture coordinates • Rendered last so texture’s alpha is blended with scene
Point Sprite • ASprite for animation • 3 images swapped every 80 milliseconds
Water • Same as in project 3 • Not as good looking though? • Perhaps needs more for it to refract?
Mirror • Uses water reflection code • Tricky at first • Must flip over the clipping plane axis • This and reflection in water is the only time you can see player
Spot / Point Light • Couldn’t get spotlight working • Instead objects lit by multiplying white vector based on camera distance in fragment shader • Light flickers with time to simulate fire from match • Light gradually takes effect as match comes up/down
Skycube • Easy to add to scene, hard to get texture mapped right • Most sky cube textures online have small problems • Mapped in Wings and carefully touched up • Moves with player so player never escapes
HUD • Had a lot of problems at first, but then realized a simple solution: • Pop any model tranformations • Reverse view transformations in opposite order • Perform HUD translations • Render
Joystick • Uses glutJoystickFunc with poll interval of 15 • Uses unsigned int as bit mask for buttons • Works for any joystick (buttons will be different)
Joystick • Problem: Glut only recognizes 3 axis • Solution: Glfw • In joystick mapped function, glfw used for 4 axis values • Axis values alter same code as mouse movement • Axis values [-1, 1] • Deadzone set to 0.2
Joystick • Can switch from joystick to keyboard and mouse while game is running • Each switch resets movement values • Switches automatically to keyboard and mouse if joystick is disconnected
Camera Bobbing • Common technique used in majority of games • Running increases bobbing rate • Increases a value as you walk • Uses sin of value converted to radians for y displacement
Sound • Uses FMOD Ex • Used for footsteps • Triggered when y deviation is less than threshold
Collision Detection • Checks camera’s position relative to custom 2D squares • Squares are expressed as center XZ position along with width and depth • If camera is within square • Check distance to all edges • Move to outside of that edge
Water Fade Off • Without this, can see where water is cut by skycube • With it, water fades off and seems to continue off into the distance • Accomplished in shader
What’s Left • More realistic water • More sounds • Background music? • Lens flare? • Recursive mirror rendering • More scenary