Thursday, April 18, 2013

Summary of what I have learnt on graphic class


                 
        At first, I want to say” Thank you very much” to John-Paul Ownby for giving us such nice class on this semester. I intend to go to class tonight for got some new information and choose option 1 to build a nice scene at first. But I have to back China to do internship at April 29. So option 3 seems good for me because I should finish all the Assignment as soon as possible and do some preparations for summer travel.

     For computer graphic and coding skill aspect, honestly speaking, I know nothing about computer graphic and DX11 before this class. So starting from a rectangle to a scene with shadow, transparency, light, environment map, translucent effect is truly a long but colorful road. I still remember the day that John explains the graphic pipeline in such an easy way but turn out to be a huge code structure (which has been proved a very expandable and nice frame right now.).

       My understanding of game graphic is a process that lots of vertexes that encased with position information, color information, texture UV, normal, tangent, bi_tagnet and other information we may not know from now on. These vertexes ordered by index buffer (with left-hand rule in DX) then sent to vertex shader to do some math problems like normalize, dot, matrix handle.(generally speaking, is a transition process model position between world position, then world position to view position). After that the vertex shader work out the data which fragment shader use it as input and do lots of magic work (for my understanding blending color in different way.) to show the scene on the screen.  And this also the reason why graphic hardware is such an amazing stuff—do magic work behind screen, under the code.

         Imitate Light is the most impressive creation for me compare to all of our assignment. I already pointed that out in older blog that how this inspired my mind.  This method solves the problem on different way, the way usually opposite to us   (at least me). I should keep in mind to try to solve problem on some amazing different way in daily life.  What is more, I think environment map, render target as Texture and translucent effect are all based on the method inherited from imitate light.

        Code structure is another critical part for me. From this class, I got deep understanding of I/O demanding and why expandable quality is important to a code frame.  We use “Scene” file to determine which Entities and Lights are in the scene. Then use “Entity” file to determine Mesh and Material. “Material” includes Effects and Texture. “Effects” file responsible for which shader we may use. As assignment became more and more complicated, I can feel how important to have this stuff to expand function.

      Besides class, I think JP has lots of excellent personality I should learn from. He demands people (including himself) to finish task as perfect as possible. CADE stuff is a good example. The time he spent to help me to solve this tiny problem is totally enough to just let me use whatever kinds of online driver. But he did this, he give me a detail email comments and link for asking help. No matter how classmates may complain about the assignment, he never canceled it out. “Just use more time to finish what you should finish and learn what should understanding”

       All in all, I am glad that I chose this class and it’s truly meaningful experience.  

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