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
1
Slide 2
List
List
Contents
• Introduction
• Models and their Demo
– Background
– Chess piece models
•
•
•
•
•
•
King
Queen
Bishop
Rook
Knight
Pawn
• Future Works
2
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
8
3
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
4
Slide 5
Models and their demo
• Background Modeling
5
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
7
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
8
Slide 9
Chess pieces Modeling &
Animation
• King
– Have nobility
– A upper class
Moving
Fighting
Dead
9
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
15
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
16
Slide 17
The
E.N.D.
17
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
1
Slide 2
List
List
Contents
• Introduction
• Models and their Demo
– Background
– Chess piece models
•
•
•
•
•
•
King
Queen
Bishop
Rook
Knight
Pawn
• Future Works
2
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
8
3
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
4
Slide 5
Models and their demo
• Background Modeling
5
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
7
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
8
Slide 9
Chess pieces Modeling &
Animation
• King
– Have nobility
– A upper class
Moving
Fighting
Dead
9
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
15
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
16
Slide 17
The
E.N.D.
17