PPS - POSTECH Computer Graphics Lab.

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Transcript PPS - POSTECH Computer Graphics Lab.

Slide 1

Computer Graphics
3D Chess Presentation
OH SANG-HOON

, ohsang55@ee

JUNG IN-HWAN

, inani38@ee

HONG SANG-SEOCK , s2hong65@ee
KANG TAE-HO
2008. 06. 19

, darktoy@ee
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Slide 2

List

List

Contents
• Introduction
• Models and their Demo
– Background
– Chess piece models







King
Queen
Bishop
Rook
Knight
Pawn

• Future Works
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Slide 3

Introduction
• Chess components
Name

Symbol

Abbreviation No.

King

K

1

Queen

Q

1

Rook

R

2

Bishop

B

2

Knight

K

2

Pawn

P

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Slide 4

Introduction
• Goals
– 3D chess game
– We focus on
representing an
animation of chesspiece models
• Chess rules are not
implemented in it

– Model animation is
created by 3DS Max tool

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Slide 5

Models and their demo
• Background Modeling

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Slide 6

Models and their demo
• Chess Board
Perspective

Top

6


Slide 7

Models and their demo
• Viewpoint Change





Spherical Coordinate System
Radius : page up/ down key
Theta : left, right key
Phi : up, down key

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Slide 8

Model animation
• 6 Models
– King, Queen, Bishop, Rook, Knight, and Pawn
– All models are modified individually based on
original shape of chess pieces
– Each model has 4 motion patterns
• Standing, Moving, Fighting, and Dead

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Slide 9

Chess pieces Modeling &
Animation
• King
– Have nobility
– A upper class

Moving

Fighting

Dead

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Slide 10

Chess pieces Modeling &
Animation
• Queen
– Have nobility
– A upper class

Moving

Fighting

Dead

10


Slide 11

Chess pieces Modeling &
Animation
• Bishop
– Human-like model
– A intermediate class

Moving

Fighting

Dead

11


Slide 12

Chess pieces Modeling &
Animation
• Rook
– Human-like model
– A intermediate class

Moving

Fighting

Dead

12


Slide 13

Chess pieces Modeling &
Animation
• Knight
– Not human-like model
– A lower class

Standing

Moving

Fighting

Dead

13


Slide 14

Chess pieces Modeling &
Animation
• Pawn
– Not human-like model
– A lower class
Standing

Moving

Fighting

Dead

14


Slide 15

Program Implementation
• Total War

• Local War

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Slide 16

Future Works
• Using Animation Key frame Method
 Huge computation time and memory are
needed
 It can be solved by using mesh simplification and
ASE file type which can store both animation and
mesh information

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Slide 17

The

E.N.D.

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