Thursday, May 2, 2013

Cool Graphics Scene

This final thing was pretty cool where I tried to implement as many concepts as possible that I have learned in the graphics class. Here are some things I did:

SkyBox around the world.
Shadows of every object.
Environmental map on the water.
Normal map on house.

To move around use WASD for camera. USe IJKL to move light.

I don't have much to say about this assignment. But, there is a freakin' Zebra on my beach if you zoom in.





Graphics Assignment 12

This week's assignment was on Shadows. Shadows only work for opaque entities. To make the entities in your scene cast shadows you first need directional light. We use directional light for shadows because unlike a point light, directional light doesn't much change with the position of the light. To cast a shadow we need directional light's position and then conceptually like we do a ray cast, we create a shadow map of the scene from the light's position. It is the same as creating the view Depth map but from light's perspective. So, Instead of passing the world_to_view transform and view_to_projected transform matrices, we pass  world_to_light transform and light_to_projected transform matrices. Thus we get depth map from light's perspective(shadow Map).

   While drawing the opaque bucket, we calculate the object's position in light space and also light_to_projected space. We pass these values to fragment shader as textcoords. In fragment shader we pass the previously created shadow map as sampler2D. We W divide the projected space(from light) and get the coordinates from -1 to 1, to 0 to 1.We sample the shadow map at this value and take the x coordinate as it contains the depth. This gives us the previous depth. We compare the previous depth with new depth, that is z coordinate of object in light space. If the previous depth value is greater than the new depth value then that pixel is not in shadow otherwise it is in shadow.

PIX of shadow map from projected(light's) space:



Wednesday, May 1, 2013

Summer Plans and The future of Co-signers


The Co-signers team had a meeting just before the finals week to discuss the future of the game during the Summer break. We discussed what everyone is doing over this period of three months. Almost everyone was quite unsure about their plans. Everyone is still looking for internship. But a couple of engineers and producers are sure to stay are going to work on the game. We have decided to have a meeting again after a couple of months to see where everyone is with the internship and who all are sure to work on the game during summer. 
     I am still nowhere with the internship. I haven't heard from a lot of companies whom I had applied to, like EA, Activision and some iOS gaming companies. I am waiting for the finals week to get over so that I can start following up with these companies. Till then even I am unsure if I will be working on Co-signers at all. But I suppose by mid May I will have a clear idea, as everyone else on the team, about my summer plans. Either ways I am planning to work on Co-signers as much as possible during these three months.