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:
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