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Polygon
A Polygon in its simplest definition is a closed shape with straight sides. To take it one step further, it is a two-dimensional shape
made up of faces, edges, and vertices used to create 3D objects in animation. The polygons are connected along the edges or at the
vertices to form a geometric mesh and then manipulated to form the 3D Model. Though polygons can be squares, triangles,
pentagons, and hexagons, in 3D Modeling we typically use quads - four sided, or tris - three sided polygons. It is important to consider
how many polygons are in a mesh, referred to as poly-count, as resolution is determined by polygon density. Though high resolution is
preferred for detailed work, high poly-counts can cause issues when rendering.
http://animation.about.com/od/glossaryofterms/g/What-Is-A-3d-Polygon.htm
http://3d.about.com/od/3d-101-The-Basics/a/Anatomy-Of-A-3d-Model.htm
http://t0.gstatic.com/images?q=tbn:ANd9GcQ2ejHmmKiTEpG9PRepCmTtqo8nt22UWKPHpAe5DvESEbgu_p5G
http://t0.gstatic.com/images?q=tbn:ANd9GcTnnmmX-yFgJ-GuyVF9jsN80qgxCehDNnMCdjxjvECavZNTwpri
Computer Animation
Computer Animation Modeling/Sculpting
Digital Sculpting has taken 3D Modeling to a new level by allowing the Digital Artist to scale, rotate and freely modify
the object in very much the same way as a traditional sculptor works with physical clay and clay modeling rakes. The
digital process is intuitive and efficient through the manipulation of millions of polygons producing incredible detail from
the high resolution meshes. Professional 3D Modeling software includes Autodesk Mudbox, Blender 3D, and Pixologic
Sculptris featuring ZBrush. These programs provide the artist with an arsenal of custom brushes and tools to support
creativity and fast workflow.
http://3d.about.com/od/3d-101-The-Basics/a/Anatomy-Of-A-3d-Model.htm
http://cad.about.com/od/3D_Animation_Software/fr/Sculptris-Alpha-6.htm
http://t1.gstatic.com/images?q=tbn:ANd9GcS92DdPRYYTrLmjTI6GW7ZR9SiuxP2hIWosA3zbfhVWXnq77qy7
Computer Animation Character Rigging
The Modeler hands his static 3D mesh character model
over to a Technical Director (TD), or Rigger to prep the
work for animation. This process involves the bounding
of the mesh model to a system of joints and control
handles that will enable the animators to pose the
models. The rig simulates a skeleton with joints and
bones that can be used to bend the character. These
rigs can be simple or complex and adhere to the rules of
joint hierarchy and kinematics. Facial Rigging is
performed separately from the main motion controls, and
usually involves working with morph targets.
http://3d.about.com/od/Creating-3D-The-CG-Pipeline/a/What-
Is-Rigging.htm
http://t3.gstatic.com/images?q=tbn:
ANd9GcRAfKht6Mha4pOnQr0ZORD0uynbAFEfslQ1TwGAzP
F7NXJNTYAlJA
Computer Animation Shaders
Flat Shading as we can see is faceted with hard
polygonal edges. Those sharply creased lines of our
polygons can be softened by Gourand or Smooth
Shading. Vertex normals change the gradient shading
of a polygon. We change the shading by changing the
angles of the vertices. Smooth Shading results in
lighter meshes and faster rendering.
Phong Shading, developed in 1973 by Dr. Bui Tuong
Phong at the University of Utah for heightened
resolution of specular reflections for the effects of
making characters appear grounded and truly present
in a 3D environment. Texture artists using Phong
terms can integrate specular masks and exponent
textures with the existing lighting to provide greater
definition.
http://t2.gstatic.com/images?q=tbn:
ANd9GcQbFCzSoikoio1G6LSwfmoP3_ekvMkAUT
4Ch_1FM-OTXYdH4LE7
http://wn.com/flat_shading
https://developer.valvesoftware.
com/wiki/Phong_materials
Rendering
Computer Animation
The models that are produced during sculpting and modeling, and then rigged are actually mathematical representations of the
polygons and vertices in three-dimensional space. The 3D software package includes a render engine that translates the
scene from that mathematical approximation to a finalized 2D image. Real-time rendering is used for gaming and interactive
applications where high speed processing is facilitated by dedicated graphics hardware. Offline rendering is processed at a
lower speed and is generally used for animation and visual effects and photorealism. Multi-core CPUs process calculations
rather than dedicated graphics hardware (GPUs).
http://3d.about.com/od/3d-101-The-Basics/a/Rendering-Finalizing-The-3d-Image.htm
http://t0.gstatic.com/images?q=tbn:ANd9GcTiefo807HGb5FHDB2d0EB1PfjJEdiSzKa0kxdFSEjcu3uh9hjLUg
Game Engine
http://www.gamecareerguide.com/features/529/what_is_a_game.php
http://t2.gstatic.com/images?q=tbn:ANd9GcRRGJj_2l0FFiZe-gldmCKxTXv7hHSvcX7xkvUyi3OH--mIy7OFHg
The Game Engine should be differentiated from Game Content. Game
Developers include the designers, artists, scripters and programmers who
work together to create unique content such as specific models and textures,
the meaning behind object collisions and input, and the way objects interact
with the world of players.
Conversely, the Game Engine gives life to the game through the application
of physics, the animation of models, real-time rendering, input, collision
detection between objects, graphical user interface, and artificial intelligence.
Game Design Geometry
CULLING IN 3D ENGINES is intended to minimize polygon density in the rendering process and it is achieved through
various forms of visibility selection, based on a “simple principal that if something is not seen, it does not need to be
drawn”. View frustum culling refers to six clipping planes which together form a cut pyramid. If a polygon lies outside
the pyramid, it can be discarded. Back-face culling is automatically performed during rendering and will cut roughly half
of the polygons inside the viewing frustum, based on the assumption that polygons that do not face the viewer cannot
be seen. Multiple forms of cell-based occlusion cutting reduces poly-counts in modern games that were not visible in
view frustum and back-face culling. These methods attempt to “identify the visible parts of the scene, thus reducing the
number of primitives rendered”.
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/geometry-culling-in-3d-engines-
r1212
http://t2.gstatic.com/images?q=tbn:ANd9GcQOfWMt-aOpIt9d-xl7lSH1LDlzLzBvpDXFVDWRGbae92JqWJ_S
Artificial Intelligence
Artificial Intelligence in Gaming only needs to simulate
intelligence to the degree that the player is faced with a
believable challenge that ultimately he can overcome. AI
is fabricated in computer-controlled players in multi-player
games. AI in more complex games requires the
perception of players actions and the capability of
evaluating the success of player decisions. It is this
decision making core concept through AI push systems
and entity pull systems that enable the game’s AI to affect
the player. Game Designers must meet the challenges in
enabling the game AI ways of perceiving its environment
so that meaningful decisions are possible from the AI
perspective.
http://t3.gstatic.com/images?q=tbn:
ANd9GcSljKE9p3rSVcbnPFLVwiMsk6t6Y3V7CAldvsfIkLx
4dmXZMoFKEA
https://software.intel.com/en-us/articles/designing-artificial-
intelligence-for-games-part-1
Game Design
Game Design Platform
Game Design Platforms can be described as an Operating System Platform, an Application Platform, or any “hardware
or software architecture that serves as a foundation or base” for video gaming. Trends indicate an increase in mobile
gaming, multiplayer and cooperative play based games, and educational games. The excitement around Virtual and
Augmented Reality gaming is growing as technology is opening possibilities evidenced by the acquisition of Oculus Rift
by Facebook. It is likely that Virtual Reality will be at the forefront of mainstream gaming with the consumer release of
Oculus Rift in early 2016. VR is only the beginning as 4D, the blending of the real world with computer generated
elements promises to be a game changer.
Shinra Technologies, a subsidiary of Square Enix, known for the legendary series “Final Fantasy” is working on a
‘persistent world’ platform that they say will change how online gamers interact with the digital world. The experience is
so realistic that AI devise intelligent strategies based on the player’s tactics and the world within continues to evolve so
that one’s experience is new from one visit to the next.
http://t2.gstatic.com/images?q=tbn:ANd9GcRf_LapdyWhUmFZXAlU7JEQ5_praMm8g2jZ_VivcHP5JNqUJq7t
http://worcestermag.com/2015/05/14/level-up-worcester-a-player-as-video-gaming-booms/33542
http://fortune.com/2015/05/09/persistent-world-cloud-video-games/
Game Design Assets
http://t2.gstatic.com/images?q=tbn:ANd9GcTuLWCHzzdBm_4lWTvBk47TGahhJ7m-M-nZpv0NjZumLv7-_FH0
http://www.gamedesignresources.com/tools/game-design-assets/
http://www.gamedev.net/page/resources/_/business/business-and-law/managing-digital-assets-in-game-development-r1371
Game Designers generally have
an arsenal of 3D Character
Models, Sprites, Scenes, Sound
Effects Files, and Source Files as
Resources for Future Game
Designs.
It is important to maintain an Asset
Management System where
design assets can be “cataloged,
searched, and retrieved for future
use”.
This image is an upside down
force model of the Colonia Guell
by Antonio Gaudi located at the
Sagrada Familia Museum. It is an
early example of parametric
design and an interesting example
of what could be considered a
Game Design Asset.

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Computer Animation + Game Design Presentation

  • 1. Polygon A Polygon in its simplest definition is a closed shape with straight sides. To take it one step further, it is a two-dimensional shape made up of faces, edges, and vertices used to create 3D objects in animation. The polygons are connected along the edges or at the vertices to form a geometric mesh and then manipulated to form the 3D Model. Though polygons can be squares, triangles, pentagons, and hexagons, in 3D Modeling we typically use quads - four sided, or tris - three sided polygons. It is important to consider how many polygons are in a mesh, referred to as poly-count, as resolution is determined by polygon density. Though high resolution is preferred for detailed work, high poly-counts can cause issues when rendering. http://animation.about.com/od/glossaryofterms/g/What-Is-A-3d-Polygon.htm http://3d.about.com/od/3d-101-The-Basics/a/Anatomy-Of-A-3d-Model.htm http://t0.gstatic.com/images?q=tbn:ANd9GcQ2ejHmmKiTEpG9PRepCmTtqo8nt22UWKPHpAe5DvESEbgu_p5G http://t0.gstatic.com/images?q=tbn:ANd9GcTnnmmX-yFgJ-GuyVF9jsN80qgxCehDNnMCdjxjvECavZNTwpri Computer Animation
  • 2. Computer Animation Modeling/Sculpting Digital Sculpting has taken 3D Modeling to a new level by allowing the Digital Artist to scale, rotate and freely modify the object in very much the same way as a traditional sculptor works with physical clay and clay modeling rakes. The digital process is intuitive and efficient through the manipulation of millions of polygons producing incredible detail from the high resolution meshes. Professional 3D Modeling software includes Autodesk Mudbox, Blender 3D, and Pixologic Sculptris featuring ZBrush. These programs provide the artist with an arsenal of custom brushes and tools to support creativity and fast workflow. http://3d.about.com/od/3d-101-The-Basics/a/Anatomy-Of-A-3d-Model.htm http://cad.about.com/od/3D_Animation_Software/fr/Sculptris-Alpha-6.htm http://t1.gstatic.com/images?q=tbn:ANd9GcS92DdPRYYTrLmjTI6GW7ZR9SiuxP2hIWosA3zbfhVWXnq77qy7
  • 3. Computer Animation Character Rigging The Modeler hands his static 3D mesh character model over to a Technical Director (TD), or Rigger to prep the work for animation. This process involves the bounding of the mesh model to a system of joints and control handles that will enable the animators to pose the models. The rig simulates a skeleton with joints and bones that can be used to bend the character. These rigs can be simple or complex and adhere to the rules of joint hierarchy and kinematics. Facial Rigging is performed separately from the main motion controls, and usually involves working with morph targets. http://3d.about.com/od/Creating-3D-The-CG-Pipeline/a/What- Is-Rigging.htm http://t3.gstatic.com/images?q=tbn: ANd9GcRAfKht6Mha4pOnQr0ZORD0uynbAFEfslQ1TwGAzP F7NXJNTYAlJA
  • 4. Computer Animation Shaders Flat Shading as we can see is faceted with hard polygonal edges. Those sharply creased lines of our polygons can be softened by Gourand or Smooth Shading. Vertex normals change the gradient shading of a polygon. We change the shading by changing the angles of the vertices. Smooth Shading results in lighter meshes and faster rendering. Phong Shading, developed in 1973 by Dr. Bui Tuong Phong at the University of Utah for heightened resolution of specular reflections for the effects of making characters appear grounded and truly present in a 3D environment. Texture artists using Phong terms can integrate specular masks and exponent textures with the existing lighting to provide greater definition. http://t2.gstatic.com/images?q=tbn: ANd9GcQbFCzSoikoio1G6LSwfmoP3_ekvMkAUT 4Ch_1FM-OTXYdH4LE7 http://wn.com/flat_shading https://developer.valvesoftware. com/wiki/Phong_materials
  • 5. Rendering Computer Animation The models that are produced during sculpting and modeling, and then rigged are actually mathematical representations of the polygons and vertices in three-dimensional space. The 3D software package includes a render engine that translates the scene from that mathematical approximation to a finalized 2D image. Real-time rendering is used for gaming and interactive applications where high speed processing is facilitated by dedicated graphics hardware. Offline rendering is processed at a lower speed and is generally used for animation and visual effects and photorealism. Multi-core CPUs process calculations rather than dedicated graphics hardware (GPUs). http://3d.about.com/od/3d-101-The-Basics/a/Rendering-Finalizing-The-3d-Image.htm http://t0.gstatic.com/images?q=tbn:ANd9GcTiefo807HGb5FHDB2d0EB1PfjJEdiSzKa0kxdFSEjcu3uh9hjLUg
  • 6. Game Engine http://www.gamecareerguide.com/features/529/what_is_a_game.php http://t2.gstatic.com/images?q=tbn:ANd9GcRRGJj_2l0FFiZe-gldmCKxTXv7hHSvcX7xkvUyi3OH--mIy7OFHg The Game Engine should be differentiated from Game Content. Game Developers include the designers, artists, scripters and programmers who work together to create unique content such as specific models and textures, the meaning behind object collisions and input, and the way objects interact with the world of players. Conversely, the Game Engine gives life to the game through the application of physics, the animation of models, real-time rendering, input, collision detection between objects, graphical user interface, and artificial intelligence.
  • 7. Game Design Geometry CULLING IN 3D ENGINES is intended to minimize polygon density in the rendering process and it is achieved through various forms of visibility selection, based on a “simple principal that if something is not seen, it does not need to be drawn”. View frustum culling refers to six clipping planes which together form a cut pyramid. If a polygon lies outside the pyramid, it can be discarded. Back-face culling is automatically performed during rendering and will cut roughly half of the polygons inside the viewing frustum, based on the assumption that polygons that do not face the viewer cannot be seen. Multiple forms of cell-based occlusion cutting reduces poly-counts in modern games that were not visible in view frustum and back-face culling. These methods attempt to “identify the visible parts of the scene, thus reducing the number of primitives rendered”. http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/geometry-culling-in-3d-engines- r1212 http://t2.gstatic.com/images?q=tbn:ANd9GcQOfWMt-aOpIt9d-xl7lSH1LDlzLzBvpDXFVDWRGbae92JqWJ_S
  • 8. Artificial Intelligence Artificial Intelligence in Gaming only needs to simulate intelligence to the degree that the player is faced with a believable challenge that ultimately he can overcome. AI is fabricated in computer-controlled players in multi-player games. AI in more complex games requires the perception of players actions and the capability of evaluating the success of player decisions. It is this decision making core concept through AI push systems and entity pull systems that enable the game’s AI to affect the player. Game Designers must meet the challenges in enabling the game AI ways of perceiving its environment so that meaningful decisions are possible from the AI perspective. http://t3.gstatic.com/images?q=tbn: ANd9GcSljKE9p3rSVcbnPFLVwiMsk6t6Y3V7CAldvsfIkLx 4dmXZMoFKEA https://software.intel.com/en-us/articles/designing-artificial- intelligence-for-games-part-1 Game Design
  • 9. Game Design Platform Game Design Platforms can be described as an Operating System Platform, an Application Platform, or any “hardware or software architecture that serves as a foundation or base” for video gaming. Trends indicate an increase in mobile gaming, multiplayer and cooperative play based games, and educational games. The excitement around Virtual and Augmented Reality gaming is growing as technology is opening possibilities evidenced by the acquisition of Oculus Rift by Facebook. It is likely that Virtual Reality will be at the forefront of mainstream gaming with the consumer release of Oculus Rift in early 2016. VR is only the beginning as 4D, the blending of the real world with computer generated elements promises to be a game changer. Shinra Technologies, a subsidiary of Square Enix, known for the legendary series “Final Fantasy” is working on a ‘persistent world’ platform that they say will change how online gamers interact with the digital world. The experience is so realistic that AI devise intelligent strategies based on the player’s tactics and the world within continues to evolve so that one’s experience is new from one visit to the next. http://t2.gstatic.com/images?q=tbn:ANd9GcRf_LapdyWhUmFZXAlU7JEQ5_praMm8g2jZ_VivcHP5JNqUJq7t http://worcestermag.com/2015/05/14/level-up-worcester-a-player-as-video-gaming-booms/33542 http://fortune.com/2015/05/09/persistent-world-cloud-video-games/
  • 10. Game Design Assets http://t2.gstatic.com/images?q=tbn:ANd9GcTuLWCHzzdBm_4lWTvBk47TGahhJ7m-M-nZpv0NjZumLv7-_FH0 http://www.gamedesignresources.com/tools/game-design-assets/ http://www.gamedev.net/page/resources/_/business/business-and-law/managing-digital-assets-in-game-development-r1371 Game Designers generally have an arsenal of 3D Character Models, Sprites, Scenes, Sound Effects Files, and Source Files as Resources for Future Game Designs. It is important to maintain an Asset Management System where design assets can be “cataloged, searched, and retrieved for future use”. This image is an upside down force model of the Colonia Guell by Antonio Gaudi located at the Sagrada Familia Museum. It is an early example of parametric design and an interesting example of what could be considered a Game Design Asset.