transformations camera cisc3660 game programming fall 2012 lecture # III.1 there are 3 types of transformations:

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topics: transformations camera visual effects: lighting, shading, materials texture mapping references: cisc3660 game programming fall 2012 lecture # III.1 http://www.evl.uic.edu/spiff/class/cs426/, by Prof Jason Leigh, University of Illinois at Chicago (http://www.evl.uic.edu/spiff/) and Prof Robert Kooima, Louisiana State University (http://csc.lsu.edu/~kooima/) Blender Game Engine Overview, User Manual version 2.6 http://wiki.blender.org/index.php/doc:2.6/manual/lighting http://wiki.blender.org/index.php/doc:2.6/manual/materials http://wiki.blender.org/index.php/doc:2.6/manual/textures there are 3 types of transformations: transformations translation (called grab in blender) move object along x, y or z axes scale change size of object along x, y or z axes rotation rotate object about x, y or z axes origin of object for transformation matters order of transformations matters, if the transformations are performed within the local coordinate system of the object cisc3660-fall2012-sklar-leciii.1 1 cisc3660-fall2012-sklar-leciii.1 2 example: translate, then rotate camera not only is position of camera important, but also the planes that define what it sees the near clipping plane defines the closest objects the camera can see example: rotate, then translate start translate y+ =1 then rotate x+ =10 the far clipping plane defines the furthest objects the camera can see the view volume is the 3D volume bounded by the near and far clipping planes that define the volume that the camera can see the projection plane defines how the 3D view volume is projected onto a 2D region for displaying on a computer screen illustration on next page: start rotate x+ =10 then translate y+ =1 cisc3660-fall2012-sklar-leciii.1 3 cisc3660-fall2012-sklar-leciii.1 4

lighting there are different types of light: defining what the camera can see ambient evenly illuminates all objects in scene directional all light rays are parallel (i.e., in the same direction) point all light rays emanate from one point spot all light rays emanate from one point and radiate out in a cone shape reflection: diffuse the greater the angle between the vector normal (perpendicular) to the surface and a vector to the light source, the less light is reflected most light is reflected at 0 no light is reflected at 90 specular maximum specular reflectance occurs when viewpoint is along path of perfectly reflected ray cisc3660-fall2012-sklar-leciii.1 5 cisc3660-fall2012-sklar-leciii.1 6 how light is reflected on diffuse vs specular surfaces: diffuse lighting effects in blender: color of ambient light in the world ambient occlusion effect of ambient light on object s material indirect lighting (color that another object radiates onto object of concern) lamps lighting settings: type of light color position and direction other settings include energy level and falloff (attenuation) attenuation can be linear or quadratic or mixed specular cisc3660-fall2012-sklar-leciii.1 7 cisc3660-fall2012-sklar-leciii.1 8

shading Lambert diffuse shaders (in blender): shading defines how light behaves when it hits the surface of an object various methods are used to interpolate value of shadow Gouraud shading: interpolate intensity of light along edges of polygon Phong shading: interpolate normals cisc3660-fall2012-sklar-leciii.1 9 cisc3660-fall2012-sklar-leciii.1 10 Toon diffuse shader (in blender): various parameter settings for Toon shader, for example (in blender): cisc3660-fall2012-sklar-leciii.1 11 cisc3660-fall2012-sklar-leciii.1 12

diffuse shaders materials properties in blender defines color of material when light hits it shadows controlled by falloff settings color/shading are independent of viewpoint specular shaders defines bright highlights of glossy materials specular reflection defined by Snell s Law, whichbasicallysaysthatlightwillbe reflected with regard to the surface normal, based on the incident angle of the light source color/shading are dependent on viewpoint note that specular reflection is not mirroring (which is achieved in blender using raytracing) ambient light effect defines the amount of ambient light that hits an object can be modulated using environment lighting (e.g., lamp property settings) and ambient occlusion (i.e., object(s) blocking the light, placed between the light source and the object of concern) color ramps defines range of color that is blended in when object is in shadow controls color gradient takes precedence over textures in blender raytraced reflection defines mirror effect light ray emanates from camera and bounces off nearest object depending on transparency settings: opaque objects cause light to bounce off with the same color settings as the original light; transparent objects cause light to go through the object with a modulated color, depending on the color of the transparent object and the amount of transparency note that, in blender, raytracing needs to be turned on in the scene properties cisc3660-fall2012-sklar-leciii.1 13 cisc3660-fall2012-sklar-leciii.1 14 raytraced transparency defines refraction of light rays when they travel through transparent objects as above, transparent objects cause light to go through the object with a modulated color, depending on the color of the transparent object and the amount of transparency index of refraction for object s material defines how light is reflected subsurface scattering some materials (e.g., human skin) have layers, so reflection properties are essentially a combination of the properties of each layer, modulated according to which layer is on the top (closest to light source) strands defines how hair is rendered in blender based on multiple polygons, which can be rendered in different ways refer to blender manual for details volume materials defines rendering method for when light passes through an object two types: solid rendering (e.g., solid object) and volume rendering (e.g., cloud, mist) solid rendering volume rendering cisc3660-fall2012-sklar-leciii.1 15 cisc3660-fall2012-sklar-leciii.1 16

texture mapping use images (e.g., jpg, gif) of textures and wrap these on the faces of objects in blender the UV editor in blender handles this a3dobjectisdefinedinx-y-z space a 2D face is defined in u-v space (where u refers to up/down; and v refers to left/right) agoodsourcefortexturesis: http://www.mayang.com/textures how to map a texture to a surface in blender: select object whose face you want to map with a texture go into object Edit Mode click on U and then Unwrap and the Face select button to be able to select one face right-click the face to edit select UV/Image editor panel (on properties panel) select Image - Open image and select an image file (e.g., jpg) to map to selected object face cisc3660-fall2012-sklar-leciii.1 17 back in the 3D view window, set the viewport shading mode to Textured now you should see the texture-mapped face modify texture: you can use the object manipulation controls to change the scale and shape of the texture map for example, make the texture map small in order for it to repeat on the object surface or make it big to zoom it on the object surface or modify vertices of texture map to distort it on the object surface cisc3660-fall2012-sklar-leciii.1 18