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commit 486690bdf476a4f73c7519c3c088a32091a461ac
parent 989f411f33ba83922045890d8d71b763e0094d8c
Author: Andrew <andrewlaack1@gmail.com>
Date:   Fri, 12 Apr 2024 09:49:17 -0500

Finished notes on W11 L2 for CSCI331

Diffstat:
MBaking.md | 2+-
AMesh.md | 12++++++++++++
AQuaternions.md | 13+++++++++++++
DSkin.md | 16----------------
ASurfaceRepresentation.md | 10++++++++++
ATexture.md | 14++++++++++++++
MTextureMaps.md | 4++--
ATransform.md | 16++++++++++++++++
ATriangulation.md | 11+++++++++++
MUnity.md | 9++++++---
10 files changed, 85 insertions(+), 22 deletions(-)

diff --git a/Baking.md b/Baking.md @@ -1,7 +1,7 @@ :unity: :cs331: # Baking -CS331 W11 Lecture 2 +CS 331 W11 Lecture 2 ## Notes diff --git a/Mesh.md b/Mesh.md @@ -0,0 +1,12 @@ +:cs331: :unity: +# Mesh + +CS 331 W11 L2 + +## Notes + +**Definition:** A mesh is a representational grid of an object's surface used in [[SurfaceRepresentation.md]] + +Think of a fishing net. We have straight lines that subdivide the point by calculating regular intervals and exact points at those intervals. This gives the illusion of continuous surfaces, but is actually a discrete set of points. + +See [[Triangulation.md]] for implementation details. diff --git a/Quaternions.md b/Quaternions.md @@ -0,0 +1,13 @@ +:cs331: :unity: + +# Quaternions + +CS 331 W11 L2 + +## Notes + +**Definition:** These are four values that describe something which can be stated as (x,y,z,w). In Unity, quaternions are used to describe rotations about axis. + +There are names for the rotations with regard to the local coordinate system. The lean forward and backward is the pitch (rotation about x axis), the rotation around their center is the yaw (rotation about y axis think spinning in circles), and the rotation about the z axis is called the roll (think barrel rolls). + +See [[Transform.md]] for more information about coordinate systems and such. diff --git a/Skin.md b/Skin.md @@ -1,16 +0,0 @@ -:unity: :cs331: -# Skin - -CS 331 W11 Lecture 2 - -## Notes - -**Definition:** The skin of an object is it's surface and how it looks. - -This is implemented in unity via the [[MeshRenderer.md]] - -Game engines implement [[Baking.md]] to hardcode this texture at the cost of accuracy when changing perspective and lighting. - -See [[TextureMaps.md]] for more information about object skin rendering. - - diff --git a/SurfaceRepresentation.md b/SurfaceRepresentation.md @@ -0,0 +1,10 @@ +:cs331: :unity: +# Surface Representation + +CS 331 W11 L2 + +## Notes + +**Definition:** Modelling the surface of a continuous object in a discrete computing environment. + +To do this we use a [[Mesh.md]]. diff --git a/Texture.md b/Texture.md @@ -0,0 +1,14 @@ +:unity: :cs331: +# Texture + +CS 331 W11 Lecture 2 + +## Notes + +**Definition:** The texture of an object is it's surface and how it looks. + +This is implemented in unity via the [[MeshRenderer.md]] + +Game engines implement [[Baking.md]] to hardcode this texture at the cost of accuracy when changing perspective and lighting. + +See [[TextureMaps.md]] for more information about object texture rendering. diff --git a/TextureMaps.md b/TextureMaps.md @@ -1,10 +1,10 @@ :cs331: :unity: # Texture Maps -Abstract Math W11 / 2 +CS 331 W11 / 2 ## Notes: -**Definition:** Texture maps are used to control the look of the [[Skin.md]] associated with an object. Texture maps attempt to simulate real world 3d surfaces without the cost of computing many meshes. +**Definition:** Texture maps are used to control the look of the [[Texture.md]] associated with an object. Texture maps attempt to simulate real world 3d surfaces without the cost of computing many meshes. diff --git a/Transform.md b/Transform.md @@ -0,0 +1,16 @@ +:cs331: :unity: +# Transform + +CS 331 W11 L2 + +# Notes + +**Definition:** This gives an object's position, rotation and scale in 3d space. + +In Unity, we have a left handed coordinate system as oppossed to the standard right handed universe. In this universe, we have y is up and down instead of the expected z axis. + +Additionally, each game object has its own local coordinate system that moves with the object. In this way Z becomes forward, X becomes right, and y becomes up with respect to positive values on said axis. + + +See [[Quaternions.md]] for rotations. + diff --git a/Triangulation.md b/Triangulation.md @@ -0,0 +1,11 @@ +:cs331: :unity: + +# Triangulation + +CS 331 W11 L2 + +## Notes: + +**Definition:** To break a surface up into triangles. + +This is often used to create [[Mesh.md]] for [[SurfaceRepresentation.md]]. Triangulation represents a 3d object using 2d surfaces as the union of triangles. This is how we create "3d" objects. diff --git a/Unity.md b/Unity.md @@ -13,12 +13,15 @@ Unity is a popular game engine, no duh. -### Important Concepts +### Important Conceptual Ideas -[[Skin.md]] +[[Texture.md]] [[TextureMaps.md]] [[Baking.md]] - +[[SurfaceRepresentation.md]] +[[Mesh.md]] +[[Transform.md]] +[[Quaternions.md]] ### Components