Slides - RWTH Aachen University
Slides - RWTH Aachen University
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