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Emerging Technologies for Games Review

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Euler angles, Matrices, Angle-axis form & Quaternions. Form of a quaternion with formulae. Using quaternions (formulae in grey): Conversions, addition & scaling ... – PowerPoint PPT presentation

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Title: Emerging Technologies for Games Review


1
Emerging Technologies for GamesReview Revision
Strategy
  • CO3303
  • Week 23

2
Todays Lecture
  • Exam Overview
  • Exam Structure
  • Module Overview
  • Quaternions / Animation
  • Optimisation
  • Spatial Partitioning
  • Post processing
  • Capabilities Effects
  • Batching Instancing
  • Concurrent Programming
  • Example Questions

3
Exam Overview
  • Third year exams have a different focus than
    second year exams
  • 2nd year Explain process X Describe concept Y
  • 3rd year, some of the above, but also Evaluate
    process X for use in situation Y Compare
    techniques A B
  • Some marks for explaining module content
  • But many marks for being able to evaluate what
    you have learnt
  • Discussing topics rather than repeating them
  • Applies to a greater or lesser extent to all exams

4
Exam Structure
  • Structure of this modules exam
  • Answer four questions out of five
  • 25 each question
  • Three hour exam 10 minutes reading time
  • Some questions have many parts
  • Six or more
  • May require some lengthy answers
  • Questions with few parts require considerable
    depth of discussion
  • In any case, each mark is awarded for making a
    distinct point
  • Rarely useful to repeat yourself

5
Topics Quaternions / Animation
  • Comparison of methods to store rotations
  • Euler angles, Matrices, Angle-axis form
    Quaternions
  • Form of a quaternion with formulae
  • Using quaternions (formulae in grey)
  • Conversions, addition scaling
  • Combining quaternions, rotating vectors
  • Linear interpolation of transforms
  • Position / scaling problems with rotation

6
Quaternions / Animation 2
  • Normalised linear interpolation (nlerp)
  • Spherical linear interpolation (slerp)
  • Discussion of basic and derived formulae
  • Animation
  • Storage issues
  • Transformation decomposition
  • Keyframes
  • Use of interpolation for in-between frames
  • Multiway blending
  • Bone masks
  • Motion extraction

7
Optimisation
  • Rationale for optimisation in games
  • How and when to apply optimisation
  • And when not to optimise
  • Types of optimisation
  • Speed, memory, bandwidth etc
  • Optimisation techniques
  • Loop unrolling, removing constant calculations
    etc.
  • Applied techniques - may be given code to
    optimise
  • Data structure and algorithm choice
  • Memory cache use
  • No shader optimisation in exams this year

8
Spatial Partitioning
  • Rationale and uses for partitioning
  • PVS for general partition schemes
  • Generation, use limitations
  • Portal based partitions
  • Usage, refinements, pros cons
  • BSP trees
  • Construction, point location, use, pros cons
  • Quadtrees / Octrees
  • Creation, location, usage, loose quadtrees
  • Diagrams common in partitioning questions

9
Post processing
  • Front / back buffer usage, swap chains, VSync
  • Render targets, post-processing, multiple render
    passes
  • Post processing techniques
  • Colour filters, blur, bloom, distortion, depth of
    field, feedback
  • Explanation of algorithms used for the above
  • Diagrams commonly expected in this topic

10
Capabilities Effects
  • Render device capabilities
  • Need for caps comparison of PC console
    situation situation with DirectX10
  • Rendering in multiple passes
  • Issues with inadequate capabilities
  • Use of techniques / effects (fx files)

11
Batching Instancing
  • State changes impact on render performance
  • Improving rendering process wrt state changes
  • Batch size impact on render performance
  • Examples
  • Instancing
  • As a technique to render multiple models
  • As a method to reduce batch sizes state changes
  • Usage basic and advanced techniques

12
Concurrent Programming
  • Explanation of concurrent programming
  • Comparison with parallel programming
  • Processes Threads Comparison
  • Data / Resource Coordination
  • Problem situations
  • Race Conditions
  • Synchronisation techniques
  • Critical Sections, Mutexes, Semaphores
  • Timers, Events
  • Deadlocks

13
Material not on Exam
  • Material from weeks 1, 2 8 is outside the scope
    of the module and wont be on the exam
  • Project Essentials / Year 2 Additions
  • Camera Picking
  • Provided as support material
  • Some recent material will not feature either
  • Production processes / source control
  • XNA development

14
Example Questions
  • i) Explain how full-screen post-processing
    effects are performed in general. Illustrate your
    answer with a diagram
  • ii) Describe a process to produce a depth of
    field effect using post-processing
  • i) Explain the terms lerp, nlerp and slerp.
    Provide the formulae relevant to your answer.
  • ii) Discuss the advantages and disadvantages of
    nlerp slerp for animation of rotations
  • Further examples provided on past paper and
    worksheet
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