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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