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Slides - RWTH Aachen University

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Harbor Pursuit<br />

Philipp Bock, Jonas Fortmann, Sabrina Kowarsch,<br />

Jochen Schmücking, Leon Staab<br />

<strong>RWTH</strong> <strong>Aachen</strong> <strong>University</strong><br />

27. März 2013<br />

1<br />

Group B


Harbor Pursuit<br />

2<br />

Group B


Idea of the game<br />

Time challenge race<br />

Checkpoint based<br />

Reset mechanism if player<br />

gets stuck<br />

Chase cam perspective<br />

Obstacles such as spilled oil<br />

or chicanes<br />

3<br />

Group B


Idea of the game<br />

Time challenge race<br />

Checkpoint based<br />

Reset mechanism if player<br />

gets stuck<br />

Chase cam perspective<br />

Obstacles such as spilled oil<br />

or chicanes<br />

4<br />

Group B


Idea of the game<br />

Time challenge race<br />

Checkpoint based<br />

Reset mechanism if player<br />

gets stuck<br />

Chase cam perspective<br />

Obstacles such as spilled oil<br />

or chicanes<br />

5<br />

Group B


Idea of the game<br />

Time challenge race<br />

Checkpoint based<br />

Reset mechanism if player<br />

gets stuck<br />

Chase cam perspective<br />

Obstacles such as spilled oil<br />

or chicanes<br />

6<br />

Group B


Idea of the game<br />

Time challenge race<br />

Checkpoint based<br />

Reset mechanism if player<br />

gets stuck<br />

Chase cam perspective<br />

Obstacles such as spilled oil<br />

or chicanes<br />

7<br />

Group B


Physics<br />

Turning Wheels<br />

Speed Softcap<br />

Adjusted Camera<br />

Different Undergrounds<br />

8<br />

Group B


Physics<br />

Turning Wheels<br />

Speed Softcap<br />

Adjusted Camera<br />

Different Undergrounds<br />

9<br />

Group B


Physics<br />

Turning Wheels<br />

Speed Softcap<br />

Adjusted Camera<br />

Different Undergrounds<br />

10<br />

Group B


Physics<br />

Turning Wheels<br />

Speed Softcap<br />

Adjusted Camera<br />

Different Undergrounds<br />

11<br />

Group B


Mesh Modeling<br />

Content Creation<br />

All models are created using Blender 2.63<br />

12<br />

Group B


Texturing<br />

Content Creation<br />

UV Textures are also defined in Blender and then exported<br />

13<br />

Group B


Content Creation<br />

Physical representation<br />

A Python script is used to export basic physical shape of an object<br />

14<br />

Group B


Map creation<br />

Content Creation<br />

The map is put together in Blender and exported using a script<br />

15<br />

Group B


Content Creation<br />

File Format: XML<br />

The Objects properties:<br />

16<br />

Group B


Content Creation<br />

File Format: XML<br />

The Objects properties:<br />

The whole map:<br />

17<br />

Group B


Animation<br />

Content Creation<br />

Vertex Shader based<br />

animation<br />

set start/end rotation as<br />

quaternion<br />

triangular function<br />

interpolates linear between<br />

quaternions<br />

18<br />

Group B


Animation<br />

Content Creation<br />

Vertex Shader based<br />

animation<br />

set start/end rotation as<br />

quaternion<br />

triangular function<br />

interpolates linear between<br />

quaternions<br />

19<br />

Group B


Animation<br />

Content Creation<br />

Vertex Shader based<br />

animation<br />

set start/end rotation as<br />

quaternion<br />

triangular function<br />

interpolates linear between<br />

quaternions<br />

20<br />

Group B


Animation<br />

Content Creation<br />

Vertex Shader based<br />

animation<br />

set start/end rotation as<br />

quaternion<br />

triangular function<br />

interpolates linear between<br />

quaternions<br />

21<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

22<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

23<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

24<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

25<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

26<br />

Group B


Graphics<br />

Particle Effect<br />

Billboard<br />

Emitter<br />

Color, rotation,<br />

scaling<br />

Randomized<br />

direction<br />

Car speed<br />

Different alpha<br />

channels<br />

27<br />

Group B


Graphics<br />

HDR/Bloom<br />

RGB texture<br />

Downscaled<br />

and blurred<br />

multiple times<br />

Added to HDR<br />

texture<br />

28<br />

Group B


Graphics<br />

HDR/Bloom<br />

RGB texture<br />

Downscaled<br />

and blurred<br />

multiple times<br />

Added to HDR<br />

texture<br />

29<br />

Group B


Graphics<br />

HDR/Bloom<br />

RGB texture<br />

Downscaled<br />

and blurred<br />

multiple times<br />

Added to HDR<br />

texture<br />

30<br />

Group B


Graphics<br />

HDR/Bloom<br />

RGB texture<br />

Downscaled<br />

and blurred<br />

multiple times<br />

Added to HDR<br />

texture<br />

31<br />

Group B


Graphics<br />

HDR/Bloom<br />

RGB texture<br />

Downscaled<br />

and blurred<br />

multiple times<br />

Added to HDR<br />

texture<br />

32<br />

Group B


Graphics<br />

Tone Mapping<br />

When entering<br />

a dark room,<br />

the scene<br />

appears dark<br />

It slowly<br />

brightens up,<br />

as the eye<br />

adapts<br />

33<br />

Group B


Graphics<br />

Tone Mapping<br />

When entering<br />

a dark room,<br />

the scene<br />

appears dark<br />

It slowly<br />

brightens up,<br />

as the eye<br />

adapts<br />

34<br />

Group B


Graphics<br />

Shadow Mapping<br />

Basic shadow<br />

mapping<br />

Calculated in<br />

real time<br />

35<br />

Group B


Graphics<br />

Shadow Mapping<br />

Basic shadow<br />

mapping<br />

Calculated in<br />

real time<br />

36<br />

Group B


Graphics<br />

Environment<br />

Mapping<br />

The skybox is<br />

reflected in the<br />

paint and glass<br />

of the car<br />

37<br />

Group B


Graphics<br />

Reflection<br />

The water<br />

surface reflects<br />

the scene in<br />

real time<br />

38<br />

Group B


Graphics<br />

Debug Drawing<br />

There are two<br />

modes for<br />

debugging<br />

physics:<br />

1 Show<br />

non-culled<br />

wireframes<br />

2 Show all<br />

wireframes<br />

39<br />

Group B


Graphics<br />

Debug Drawing<br />

There are two<br />

modes for<br />

debugging<br />

physics:<br />

1 Show<br />

non-culled<br />

wireframes<br />

2 Show all<br />

wireframes<br />

40<br />

Group B


Graphics<br />

Debug Drawing<br />

There are two<br />

modes for<br />

debugging<br />

physics:<br />

1 Show<br />

non-culled<br />

wireframes<br />

2 Show all<br />

wireframes<br />

41<br />

Group B

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