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Graphics	in	Game
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Computer	Graphics	and	Rendering
• Computer graphics is the generation and manipulation of images using a computer as a
renderingtool
• Graphics rendering is a process of generating a graphical output from images or models
by means of computer programs. It can contain geometry, camera viewpoint, texture
and lighting information.Two popular graphics renderingtechniques are
• Rasterization
• Ray Tracing
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
2D	Graphics
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
2D	Graphics
• 2D graphics is the computer-based generation of 2D visuals from digital images, text or
2D geometric models
• There aretwo basic types of 2D graphics
• Raster Graphics (DigitalImages)
• Vector Graphics (2D Geometric Models)
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Raster	Graphics	(Digital	Images)
• Raster graphics are digital images which contain picture elements called pixels, each of
which has a particularlocation and value
• Digital image represents rectangular grid of pixels
• Each pixel in digital image has a color
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Raster	Graphics	(Digital	Images)
• Sprite: A sprite is a 2D rectangular digital image that is drawn to the screen
• Static Sprite: Contains a single sprite image (no animation)
• Dynamic Sprite: Contains multiple spriteimages (image sequence creates animation)
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Vector	Graphics	(2D	Geometric	Models)
• Vector graphics are geometric models which are created through a sequence of
commands or mathematical statements, a 2D geometric model file describes a series of
points to be connected by edges or mathematicalequations
• 2D geometric models contain points, lines, polygons and curves
• Each pointin 2D geometric model has a definite position on X and Y axes
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Vector	Graphics	(2D	Geometric	Models)
• Point: Point or vertex is an exact position or location in space
• Line: Line or edge is a connection between two points in space
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Point	at	(1,1)
Line	from	(0,0)	to	(1,1)
Vector	Graphics	(2D	Geometric	Models)
• Polygon: Polygon is closed shapeformed with straight lines
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Polygon	with	lines
(0,0)	to	(1,0)
(1,0)	to	(1,1)
(1,1)	to	(0,1)
(0,1)	to	(0,0)
Vector	Graphics	(2D	Geometric	Models)
• Curve: Curve is set of points that satisfy one or more equations and form a
continuouslybendingline without angles
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
x2+y2 =	r2 y	=	sin(x)
3D	Graphics
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
3D	Graphics
• 3D graphics is the computer-basedgeneration of3D visuals from 3D geometric models
• 3D geometric models are created through a sequence of commands or mathematical
statements, a 3D geometric model file describes a series of points to be connected by
edges or mathematicalequations
• 3D geometric models contain points, lines, faces and surfaces
• Each pointin 3D geometric model has a definite position on X, Y and Z axes
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
3D	Geometric	Models
• Point: Point or vertex is an exact position or location in space
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Point	at	(1,1,1)
3D	Geometric	Models
• Line: Line or edge is a connection between two points in space
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Line	from	(1,1,1)	to	(2,2,2)
3D	Geometric	Models
• Face: Face is closed shapeformed with straight lines which is equivalentto polygon
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Face	with	lines	(0,0,1)	to	(1,1,1),	 (1,1,1)	to	(2,0,2),	 (2,0,2)	to	(0,0,1)
3D	Geometric	Models
• Mesh: Mesh is composed of points, lines and faces that defines a 3D shape
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Mesh	of	unit	cube
3D	Geometric	Models
• Meshes
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
3D	Geometric	Models
• Surface: Surface is set of points that satisfy two or more equations and form a
continuous plane
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
x	=	r	cos	(∅),	y	=	r	sin	(∅),	z	=	r2 [r=	1/3	to	1,	∅	=	0	to	2 𝜋]
Transformations
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Coordinate	Spaces
• A coordinatespacerepresents an object’s relationship to the rest of the scene
• Local Coordinate Space: Coordinates of object are defined locally with respect to the
object itself (usingan origin pointwhich exists within the object)
• Global (World) Coordinate Space: Coordinates of object are global with respect to
the scene (using an origin point which exists within the scene)
• Object in a scene is represented byits position and orientation
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Affine	Transformations
• Affine transformation is any transformation which preserves collinearity (points,
straightlines and planes) after transformation
• Basic affine transformationsare
• Translate
• Rotate
• Scale
• Shear
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Translate
• Translate changes position of 2D or 3D object in space in direction of at least one axis
by some units
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Translated	in	positive	x-axis	direction	by	5	units Translated	in	negative	x-axis	direction	by	5	units
5 5
Rotate
• Rotate a 2D object at particular angle from its origin and rotate a 3D object around at
least one axis at particularangle
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Rotated	at	angle	of	45	degrees Rotated	at	angle	of	45	degrees	around	z-axis
Scale
• Scale changes size of a 2D or 3D object in space along at least one axis by some factor
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Scaled	up	along	x-axis	by	2	factor Scaled	down	along	y-axis	by	0.5	factor
Shear
• Shear slants shapeof a 2D or 3D object along particularaxis by some factor
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Sheared	along	positive	x-axis	by	0.25	factor Sheared	along	negative	x-axis	by	0.25	factor
Camera	Projections
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Projection
• Projection is the display of 3D objects on a 2D plane also known as the view plane
(output display - viewport with camera perspective and viewpoint), defines how objects
will appear on the screen after mappingto 2D
• Projection is formed by intersection of projector lines with the viewing plane
• Two types of projections
• ParallelProjection
• Perspective Projection
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Parallel	Projection
• Orthographic: Projector lines are paralleland perpendicular to the view plane
• Oblique: Projector lines are parallelbut not perpendicular to the view plane
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
View
plane
View
plane
Front	view Top	view Side	view Actual	object
Perspective	Projection
• 1 Point Perspective: Lines of any1 axis convergeto its vanishingpointin view plane
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Perspective	Projection
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• 2	Point	Perspective:	Lines	of	any	2	axes	converge	to	their	vanishing	points	in	view	plane
Perspective	Projection
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• 3 Point Perspective: Lines of all 3 axes convergeto their vanishingpoints in view plane
Coloring	and	Texture	Mapping
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Coloring
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Coloring is applying solid colors to a geometric model
• Every point (vertex) in a geometric model contains color information that is applied on
a polygon (face) which contains that point (vertex)
Polygons	with	single	color Polygons	with	multiple	colors
Texturing	Mapping
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Texture: Array of values (1D, 2D, 3D) containing color, alpha, depth and normal. Can be
loaded from images or generated procedurallybya program
• Texel: A single array element in a texture which is characterized by texture coordinates
ranges from 0 to 1
• Texture Mapping: Process of applying texture to a geometric model. Point (vertex) in a
geometric modelcontain texture coordinateinformation thatis mapped to a texture
Texturing	Mapping
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
0 1
0
1
u
v
2D	Texture	with	texture	coordinates	 3D	Geometric	model Texture	mapped
Texturing	Mapping
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Texture	mapping	 of	a	cube	(cube	mapping)
Other	Maps	&	Mappings
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Height Map: Grayscale8-bit image which represents informationin 1 dimension
• Bump Mapping: Create fake bumps on the surface of object by perturbing the
surfacenormals which are used in lighting calculations
• Displacement Mapping: Manipulatethe position of points of a geometric model
• Normal Map: Color RGB 24-bit image which represents informationin 3 dimensions
• Normal Mapping: Create fake depth illusions on the surface of object by changing
the surfacenormals in 3 dimensions which are used in lighting calculations
Other	Maps	&	Mappings
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Height	map
Normal	map
Displacement	mapping
Normal	mappingTexture
Lighting	and	Shading
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Lighting
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Light is emitted by light sources
• When light interacts with object, it gets reflected (scattered) or absorbed bysurface
• Lighting: The process of computing the light intensity reflected from a surface
Light	source
Human	eye Object
Shading
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Process of assigning a color to a pixel (creates illusion of depth in object by varying the
amount of darkness by evaluating angles between light rays, surface normals and
camera)
• Two most common types of shading
• Flat Shading: Pixels on the same polygon (surface) havesamecolor
• Smooth Shading: Each pixel haveits own (usuallydifferent) color
Shading
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Flat	shading Smooth	shading
Light	Sources
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Ambient Light: It does not have a direction or position and its intensity is constant at all
points in a scene
• Point Light: Light rays are emitted from a point at some position in all possible
directions and their intensity decreases with squareofdistance
Point	light
Light	Sources
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Spot Light: Light rays are emitted from a point at some position that are directed with
cone projection and their intensity is highest at the center which decreases with square
of distance
Spot	light
Light	Sources
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Directional Light: Light rays are emitted in specified fixed direction (as if the point is
infinitely far away) and their intensity remains constant
• Area Light: Light rays are emitted from a 2D area in all directions uniformly across their
surfacearea and their intensity decreases with squareofdistance
Directional	light
Light	Reflections
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
• Ambient Reflection: Reflect light from other objects
• Diffuse Reflection: Reflect incoming light in all outgoing directions (assume equally)
which is independentfrom the viewing direction, for examplea rough surface
• Specular Reflection: Reflect incoming light in the direction of reflection which is
dependenton the viewing direction, for examplea shinysurfaceor mirror is ideal
Diffuse
SpecularIncoming
Light	Reflections
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY
Ambient Diffuse Specular Combine
Reference
• Game	Graphics	Programming	- Allen	Sherrod
• 3D	Math	Primer	for	Graphics	and	Game	Development	- Fletcher	Dunn,	Ian	Parberry
• Fundamentals	of	Computer	Graphics	- Peter	Shirley,	Steve	Marschner
• Principles	of	Computer	Graphics	– Shalini Govil
FROM:	HAFIZ	AMMAR	SIDDIQUI	– COURSE:	GAME	DEVELOPMENT	– INSTITUTE:	UNIVERSITY	OF	MANAGEMENT	AND	TECHNOLOGY

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