Graphics Programming with DirectX 9 Module I.pdf
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Chapter 1 Textbook
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Graphics Programming with Direct X 9
Part I
(12 Week Lesson Plan)
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Lesson 1: 3D Graphics Fundamentals
Textbook:
Chapter One (pgs. 2 – 32)
Goals:
We begin the course by introducing the student to the fundamental mathematics necessary
when developing 3D games. Essentially we will be talking about how 3D objects in games are
represented as polygonal geometric models and how those models are ultimately drawn. It is
especially important that students are familiar with the mathematics of the transformation
pipeline since it plays an important role in getting this 3D geometry into a displayable 2D
format. In that regard we will look at the entire geometry transformation pipeline from model
space all the way through to screen space and discuss the various operations that are necessary
to make this happen. This will include discussion of transformations such as scaling, rotations,
and translation, as well as the conceptual idea of moving from one coordinate space to another
and remapping clip space coordinates to final screen space pixel positions.
Key Topics:
•
Geometric Modeling
o
2D/3D Coordinate Systems
o
Meshes
Vertices
Winding Order
•
The Transformation Pipeline
o
Translation
o
Rotation
o
Viewing Transformations
o
Perspective Projection
o
Screen Space Mapping
Projects:
NONE
Exams/Quizzes:
NONE
Recommended Study Time (hours):
5 - 7
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Lesson 2: 3D Graphics Fundamentals II
Textbook:
Chapter One (pgs. 32 – 92)
Goals:
Picking up where the last lesson left off, we will now look at the specific mathematics
operations and data types that we will use throughout the course to affect the goals discussed
previously regarding the transformation pipeline. We will examine three fundamental
mathematical entities: vectors, planes and matrices and look at the role of each in the
transformation pipeline as well as discussing other common uses. Core operations such as the
dot and cross product, normalization and matrix and vector multiplication will also be
discussed in detail. We then look at the D3DX equivalent data types and functions that we can
use to carry out the operations discussed. Finally we will conclude with a detailed analysis of
the perspective projection operation and see how the matrix is constructed and how arbitrary
fields of view can be created to model different camera settings.
Key Topics:
•
3D Mathematics Primer
o
Vectors
Magnitude
Addition/ Subtraction
Scalar Multiplication
Normalization
Cross Product
Dot Product
o
Planes
o
Matrices
Matrix/Matrix Multiplication
Vector/Matrix Multiplication
3D Rotation Matrices
Identity Matrices
Scaling and Shearing
Concatenation
Homogenous Coordinates
•
D3DX Math
o
Data Types
D3DXMATRIX
D3DXVECTOR
D3DXPLANE
o
Matrix and Transformation Functions
D3DXMatrixMultiply
D3DXMatrixRotation{XYZ}
D3DXMatrixTranslation
D3DXMatrixRotationYawPitchRoll
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D3DXVecTransform{…}
o
Vector Functions
Cross Product
Dot Product
Magnitude
Normalization
•
The Transformation Pipeline II
o
The World Matrix
o
The View Matrix
o
The Perspective Projection Matrix
Field of View
Aspect Ratio
Projects:
Lab Project 1.1: Wireframe Renderer
Exams/Quizzes:
NONE
Recommended Study Time (hours):
8 - 10
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Plik z chomika:
musli_com
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