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Sprite Rendering


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A presentation on the basics of 3D render systems and their application to 2D sprite rendering.

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Sprite Rendering

  1. 1. Sprite Rendering<br />Games, Interaction and Robotics 2011<br />
  2. 2. The Game Loop<br />
  3. 3. Synthesis vs Analysis<br />Computer<br />Graphics<br />Computer<br />Vision<br />
  4. 4. Rendering Steps<br />A virtual scene is described, usually in terms of 3D surfaces in mathematical form.<br />A virtual camera is positioned and oriented to produce the desired view of the scene.<br />Various light sources are defined.<br />The visual properties of the surfaces in the scene are described.<br />The render equationis solved.<br />Chapter 10. Game Engine Architecture, 2009, A K Peters, Ltd.<br />
  5. 5. Triangle Meshes<br />An example of a polygon mesh. Chrschn, 2007.<br />
  6. 6. Texture Mapping<br />A depiction of how UV-Mapping works, showing the classic example of mapping a globe. Drawing by TSchmits, 2008.<br />
  7. 7. 3D Projection<br />Principle of the geometrical perspective projection. Drawing by Joachim Baecker, 2005.<br />
  8. 8. Coordinate Systems<br />Left-Handed<br />Right-Handed<br />Handedness cartesian coordinate system in 3D. Gustavb, 2006.<br />
  9. 9. What’s in a Sprite?<br />
  10. 10. What’s in a Sprite?<br />
  11. 11. Transformation Matrix<br />𝑇𝑥=𝑨𝑥<br /> <br />
  12. 12. Transformation Matrix<br />𝑇𝑥=𝑨𝑥<br />Translation<br />𝑨=10𝑡𝑥01𝑡𝑦001<br /> <br />
  13. 13. Transformation Matrix<br />𝑇𝑥=𝑨𝑥<br />Rotation<br />𝑨=cos𝜃−sin𝜃0sin𝜃cos𝜃0001<br /> <br />
  14. 14. Transformation Matrix<br />𝑇𝑥=𝑨𝑥<br />Scale<br />𝑨=𝑠𝑥000𝑠𝑦0001<br /> <br />
  15. 15. Composite Transformation<br />𝑩𝑨𝑥=𝑩𝑨𝑥<br />𝑨𝑨−1𝑥=𝑥<br /> <br />
  16. 16. Orthographic Projection<br />Projection lines orthogonal to projection plane.<br />Distance to viewpoint does not decrease apparent size of object.<br />
  17. 17. Rendering Sprites<br />𝑻=𝑹𝑺𝑻<br /> <br />
  18. 18. Bibliography<br />Game Engine Architecture, Jason Gregory, 2009, A K Peters, Ltd.<br />OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 2.1, 6th Edition, 2007, Addison-Wesley Professional<br />