1 / 19

Project 3 Guidelines

Project 3 Guidelines. CS248 Computer Graphics Help session November 7, 2001. Outline. Four guidelines, covering: Your time allocation Our bucket grading system Expectations for advanced features Grades are proportional to effort Doing more than required. Guideline #1: time allocation.

rthies
Download Presentation

Project 3 Guidelines

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Project 3 Guidelines CS248 Computer Graphics Help session November 7, 2001

  2. Outline • Four guidelines, covering: • Your time allocation • Our bucket grading system • Expectations for advanced features • Grades are proportional to effort • Doing more than required

  3. Guideline #1: time allocation • You are given 4 weeks for the assignment • Spend 2 weeks on general game engine • Spend 2 weeks on advanced techniques • We expect roughly a student-week of work for each advanced feature. • If it looks hacked into your game in hours, full credit is unlikely.

  4. Guideline #2: grading system • Bucket grading system (-,-, , +, +) • Your grade depends on difficulty of implementation

  5. On-screen control panel • Too easy: restart and quit buttons, a couple scores updated occasionally • Better: UI widgets customized to game, like 2-axis control stick for airplane or radar map • Advanced: realistically modeled 3D airplane cockpit, detailed texture-mapped dashboard, dynamic gauges

  6. View frustum culling • Too easy: only discard objects behind eye or pre-computed 2D culling • Better: general 3D view frustum culling of bounding volumes, either in eye space or world space

  7. Level of detail control • Too easy: not drawing objects beyond a distance threshold • Better: multiple, simplified versions of models offline and choosing between them based on distance from viewpoint, rendering load, projected screen area, etc. • Advanced: geomorphed/blended transitions between LODs or dynamic continuous level of detail adjustment, such as progressive meshes

  8. Occlusion culling • Too easy: pre-computed coarse-grained list of 2D/3D scene areas not-visible from certain zones (i.e. only render the floor of the building the user is in) • Better: BSP trees, portal culling, offline PVS calculations • Advanced: Handling dynamic moving objects, hierarchical occlusion masks, etc.

  9. Procedural modeling • Too easy: procedural 2D textures, e.g. using Perlin noise • Better: fractal mountains, modeling using implicit functions • Advanced: flowing water modeled using particles, volumetric modeled smoke, genetic textures; see book, Texturing and modeling, by Ebert, Musgrave, Peachey, Perlin, and Worley

  10. Collision detection • Too easy: simple hard-coded tests based on your knowledge of the size of some object; axis-aligned walls and points • Better: efficient collisions of arbitrary polygons with each other • Advanced: collisions of procedural objects (not converted to polygons) with each other, predicting time of impact for curved trajectories

  11. Simulated dynamics • Too easy: some object moving according to basic Newtonian physics • Better: springs, friction, damping, interacting systems behaving according to physical laws, e.g. articulated objects • Advanced: cloth, hair, deformable objects (in real time)

  12. Motion capture animation • Better: playback of motion capture data loops (walking, running) modifying hierarchical transforms in simple articulated character • Advanced: smart interpolation between motion captures samples and loops, with realistic “skinning” of animated limbs

  13. Advanced rendering effects • Too easy: environmental reflectance maps, multiple textures blended together • Better: shadows using multi-pass rendering, lighting using projected textures • Advanced: bump mapping, displacement mapping

  14. Sound • Too easy: system(“plaympeg my_sound.mpg”) • Better: internal control over sounds, played with low latency, linked to motions or events in game, mapped to some parameters (attenuated with distance, etc) • Advanced: modeling for speed of sound, Doppler shift, sound reflection from environmental objects

  15. Artificial Intelligence • Too easy: Enemy characters walk straight towards user • Better: computer-controlled agents do path-finding with A* search algorithm or demonstrate simple “learning” over time • Advanced: neural network learning, sophisticated emergent flocking behaviors, etc.

  16. Networked multi-player ability • Too easy: multiple players on the same keyboard or sharing information via the file system • Better: multiple players on different machines, using the network • Advanced: Kalman filtering or similar predictive techniques to overcome latency

  17. Game level editor • Too easy: choosing between defined levels or permutations • Better: control over shape of world and any objects/obstacles within • Really advanced: control over all game parameters. Interactive graphical editors are worth more than text-based editors

  18. Guideline #3: grade  effort • If features are implemented at “too easy” level, you’ll probably get less than a B • Teams with reasonable implementations of advanced features at the “better” level will probably earn roughly a B+ or A- • To get an A, we need to see outstanding effort. • In general, a few features done well is better than many mediocre ones

  19. Guideline #4: doing more • More complex requirements for a feature are only needed for your official advanced techniques • If you want to add more features beyond the required number, the quality of their implementation won’t hurt you

More Related