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TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAAAAAAAAAAA
CS 148, Summer 2012 Introduction to Computer Graphics and Imaging
Justin Solomon
http://e-emoo.deviantart.com/art/Typography-123991952
Relatively fine points
http://blog.ocad.ca/wordpress/thegoldenage/files/2011/11/Helvetica_vs_Arial_by_harajukumatt.jpg http://www.swiss-miss.com/wp-content/uploads/2009/09/d8a5033cb029c5c30d2a93d402def1ddba97582d_m.png
http://imgs.abduzeedo.com/files/books/eots/elements-of-typographic-style-front-large.gif http://photo.goodreads.com/books/1169685773l/41601.jpg
Typeface [tahyp-feys]:
Set of characters that share common design features; collection of glyphs.
http://en.wikipedia.org/wiki/Typeface#Types_of_typefaces
Font [font]:
A complete character set of a single size and style of a particular typeface.
http://en.wikipedia.org/wiki/Typeface#Types_of_typefaces
Ex parte Tayama 1992
Novel and non-obvious typeface designs can be subject to a design
patent.
http://en.wikipedia.org/wiki/Adobe_Systems,_Inc._v._Southern_Software,_Inc.
Adobe Systems v. Southern Software
1998
Adobe’s Utopia font protectable under copyright thanks to creative
selection of control points
“[T]ypefaces and the characters they contain are ... utilitarian objects whose utility outweighs any merit that may exist in protecting their creative elements. [T]he computer file(s) associated with a scalable font will generally be protected even though the specific design of the characters is not. Furthermore, a rasterized representation ... of the characters in a scalable font is not protected by copyright in the United States.... [T]ypography and calligraphy are not copyrightable in themselves in the U.S.” http://en.wikipedia.org/wiki/Intellectual_property_protection_of_typefaces,_fonts_and_characters
“[T]ypefaces and the characters they contain are ... utilitarian objects whose utility outweighs any merit that may exist in protecting their creative elements. [T]he computer file(s) associated with a scalable font will generally be protected even though the specific design of the characters is not. Furthermore, a rasterized representation ... of the characters in a scalable font is not protected by copyright in the United States.... [T]ypography and calligraphy are not copyrightable in themselves in the U.S.” http://en.wikipedia.org/wiki/Intellectual_property_protection_of_typefaces,_fonts_and_characters
Ligatures
http://upload.wikimedia.org/wikipedia/commons/6/6e/Ligatures.svg http://betatype.com/cms/system/files/ligatures.png
http://codinghorror.typepad.com/.a/6a0120a85dcdae970b0120a86d7c73970b-pi http://makingtexwork.sourceforge.net/mtw/ch01.html
Boxes and glue
Box: -Width -Height -Depth
Boxes and glue http://net.ytu.edu.cn/share/%D7%CA%C1%CF/texbook.pdf
Glue: Space, stretch, and shrink
Boxes and glue http://net.ytu.edu.cn/share/%D7%CA%C1%CF/texbook.pdf
Glue: Space, stretch, and shrink
Boxes and glue http://net.ytu.edu.cn/share/%D7%CA%C1%CF/texbook.pdf
Glue: Space, stretch, and shrink
http://infoscience.epfl.ch/record/99768/files/frsa.pdf
1. Outline grid-fitting 2. Outline scan
conversion 3. Filling
Adjust for readability
TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAAAAAAAAAAA
CS 148, Summer 2012 Introduction to Computer Graphics and Imaging
Justin Solomon
http://www.mobygames.com/images/shots/l/45594-frogger-apple-ii-screenshot-gameplay-on-the-second-levels.gif
“We don’t make big game design documents, rather, we start by creating a playable prototype.... From there, we take an iterative approach to development, in which we play and improve, play and improve for as long as it takes to make a great game.” - Sid Meier, Firaxis Games
http://www.bradcook.net/games/articles/2008/05/sidmeier/
Ludonarrative [loo-doh-nar-uh-tiv]:
Aspects of storytelling in a video game that are controlled by the user.
http://en.wikipedia.org/wiki/Ludonarrative
http://vglounge.com/wp-content/uploads/2011/03/FirstPersonShooter.jpg http://en.wikipedia.org/wiki/Myst http://www.crunchbase.com/assets/images/original/0010/3903/103903v1.png http://s.pro-gmedia.com/videogamer/media/images/pub/large/top10rpg9.jpg http://www.blogcdn.com/www.parentdish.com/media/2007/01/madden.jpg
First person shooter
2D puzzle
Adventure Role playing game
Strategy Sports
While (user doesn't exit)
Check for user input
Run AI
Move enemies
Resolve collisions
Draw graphics
Play sounds
End while http://en.wikipedia.org/wiki/Game_programming
Processing time
Fill command buffer with GPU commands to prevent “GPU starvation”
Carefully measure frame rate (easy on fixed hardware)
Allocate heterogeneous resources
Storage
Textures and geometry are expensive!
Size: Amount of space
Latency: Time between request and fulfillment (blocking or non-blocking)
Bandwidth: How much data you can transfer at once
Abstract hardware
Simplify common rendering tasks
Maintain scene graph
Deal with sound and other media
Provide physics, AI, networking, threading, other features
Level-of-detail (LOD) http://www.opensg.org/wiki/Tutorial/OpenSG2/NodeCores
Use distance to determine model.
http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf http://johnrichie.com/V2/richie/simp/images/types1.jpg
Garland/Heckbert: Quadric Error Metrics
http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf http://johnrichie.com/V2/richie/simp/images/types1.jpg
Garland/Heckbert: Quadric Error Metrics
Sprites and billboards
http://www.escapistimagery.com/geekpage.htm http://ars.els-cdn.com/content/image/1-s2.0-S0169204601001220-gr3.jpg
Intersect objects instead of frustum
http://www.videotutorialsrock.com/opengl_tutorial/collision_detection/screenshot.png http://www.riemers.net/images/Tutorials/XNA/Csharp/Series2/XNA%20Tutorial%209%20-%20Collision%20detection.jpg
http://media.bestofmicro.com/ray-tracing-rasterization,M-9-214641-13.png
What values should be in depth buffer?
Render opaque objects into depth buffer first
http://lh3.ggpht.com/_VelpN_FHzhk/S-JC-jH6tAI/AAAAAAAAAqI/frWXNeyGx6w/s1600-h/no_alpha_errors%5B6%5D.png
Shadow maps http://en.wikipedia.org/wiki/Shadow_mapping
Apply matrix transformation to map to camera space.
Shadow maps
http://http.developer.nvidia.com/GPUGems3/elementLinks/08fig09.jpg http://www.phoesion.com/_/rsrc/1300357721993/features/lighting/shadowmaps/shadow.png
Particle systems
http://upload.wikimedia.org/wikipedia/commons/f/f2/Particle_sys_fire.jpg http://upload.wikimedia.org/wikipedia/commons/7/70/Particle_sys_galaxy.jpg
Rigid body systems
http://rockonflash.wordpress.com/2008/04/07/physaxe-rigid-body-physics-for-haxe-flash-9/ http://static.wolfire.com/legacy/ODEthumb.jpg
http://www-scf.usc.edu/~chiaminc/index_files/image002.jpg
Rigid body systems
Leapfrog integration
Time
~x1 ~x2 ~x3 ~x4~v1:5 ~v2:5 ~v3:5
~vi+0:5 =~xi+1 ¡ ~xi
¢t
Rigid body systems
Leapfrog integration
~x1 ~x2 ~x3 ~x4
~ai =~vi+0:5 ¡ ~vi¡0:5
¢t
~a1 ~a2 ~a3 ~a4
~v1:5 ~v2:5 ~v3:5
Rigid body systems
Leapfrog integration
~vi+0:5 =~xi+1 ¡ ~xi
¢t
~ai =~vi+0:5 ¡ ~vi¡0:5
¢t
d2~x
dt2= ~a(~x)
Rigid body systems
Leapfrog integration
~vi+0:5 =~xi+1 ¡ ~xi
¢t
~ai =~vi+0:5 ¡ ~vi¡0:5
¢t
d2~x
dt2= ~a(~x)
~xi+1 = ~xi +(¢t)~vi+0:5
Rigid body systems
Leapfrog integration
~vi+0:5 =~xi+1 ¡ ~xi
¢t
~ai =~vi+0:5 ¡ ~vi¡0:5
¢t
d2~x
dt2= ~a(~x)
~xi+1 = ~xi +(¢t)~vi+0:5
~vi+0:5 = ~vi¡0:5 +(¢t)~ai
Rigid body systems
Leapfrog integration
~vi+0:5 =~xi+1 ¡ ~xi
¢t
~ai =~vi+0:5 ¡ ~vi¡0:5
¢t
d2~x
dt2= ~a(~x)
~xi+1 = ~xi +(¢t)~vi+0:5
~vi+0:5 = ~vi¡0:5 +(¢t)~ai
~ai = ~a(~xi)
Rigid body systems
Leapfrog integration
~xi+1 = ~xi +(¢t)~vi+0:5
~vi+0:5 = ~vi¡0:5 +(¢t)~ai
~ai = ~a(~xi)1.
2.
3.
Ragdoll systems
http://upload.wikimedia.org/wikipedia/commons/d/d8/Animatsragdollphysics.jpg http://unigine.com/devlog/070513-ragdoll.jpg
Fictional physics
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TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAAAAAAAAAAA
CS 148, Summer 2012 Introduction to Computer Graphics and Imaging
Justin Solomon
http://e-emoo.deviantart.com/art/Typography-123991952 http://www.mobygames.com/images/shots/l/45594-frogger-apple-ii-screenshot-gameplay-on-the-second-levels.gif