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1.Graphics Basics and Unity
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4. Unity • Cross-platform game creation system devel oped by Unity Technologies, – A game engine – An integrated development environment (IDE). • Used for developing video games – web sites, desktop platforms, consoles, and mo bile devices. • Unity Pro is available for a fee • Unity Free has no fee
5. Platforms • BlackBerry • Windows Phone • Windows • OS X, Linux (mainly Ubuntu) • Android, • iOS, Unity Web Player (including Facebook), • Adobe Flash • PlayStation 3, Wii, etc.
6. Unity Tutorials • Beginner – Roll-a-ball – Space shooter – Survival shooter • Intermediate – stealth • http://unity3d.com/learn/tutorials/module s
7. Unity Tutorials by Topics • 2D • Animation • Audio • Graphics • Navigation • Physics • Scripting • UI (User Interface) • http://unity3d.com/learn/tutorials/modules
8.Animation
9. Graphics • Meshes • Textures • Materials • Cameras • Lights • Skyboxes • Water effects
10. Lighting The simulation of light in computer graphics.
11. Texture • Texture mapping is a method for adding d etail, surface texture (a bitmap or raster im age), or color to a computer-generated gra phic or 3D model.
12. Texture • Normal map (or "Dot3 bump mapping“) is a techn ique used for faking the lighting of bumps and de nts
13. Normal Map http://en.wikipedia.org/wiki/Normal_mapping
14.Texture
15.Cameras
16. Lights • Spot light, point light, directional light • blooming
17. Skyboxes • A skybox is a method of creating backgrounds to make a computer and video games level look bigger than it rea lly is. When a skybox is used, the level is enclosed in a c uboid.
18. Skybox and Skydome A skydome employs the same concept but uses either a sphere or a hemisphere instead of a cube. http://en.wikipedia.org/wiki/Skybox_%28video_games%29
19.How are the objects processed in the graphics pipeline?
20. Stages of the graphics pipeline • 3D geometric primitives • Modeling and transformation • Camera transformation • Lighting • Projection transformation • Clipping • Scan conversion or rasterization • Texturing, fragment shading