Preface |
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xv | |
Acknowledgments |
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xvii | |
Author |
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xix | |
Introduction |
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xxi | |
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1 Game world optimizations |
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3 | (34) |
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3 | (4) |
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Asset-based optimizations |
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7 | (1) |
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7 | (3) |
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Texture pages (or T-pages, atlas textures, or texture packing) |
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10 | (1) |
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11 | (1) |
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Multitexturing or multiple UV channels |
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12 | (1) |
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13 | (2) |
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15 | (3) |
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Texture size and compression |
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18 | (1) |
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18 | (4) |
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22 | (1) |
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22 | (1) |
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23 | (1) |
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Collision-based optimizations |
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24 | (1) |
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24 | (3) |
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27 | (1) |
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Occlusion-based optimizations |
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28 | (7) |
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28 | (3) |
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31 | (3) |
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34 | (1) |
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35 | (1) |
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35 | (1) |
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36 | (1) |
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2 Three-dimensional concepts |
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37 | (24) |
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37 | (1) |
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38 | (1) |
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39 | (1) |
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40 | (1) |
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40 | (1) |
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40 | (1) |
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40 | (1) |
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40 | (2) |
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40 | (2) |
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42 | (2) |
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44 | (6) |
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44 | (3) |
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47 | (1) |
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47 | (1) |
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47 | (1) |
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47 | (1) |
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48 | (1) |
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49 | (1) |
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49 | (1) |
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49 | (1) |
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49 | (1) |
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50 | (6) |
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51 | (1) |
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51 | (3) |
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54 | (1) |
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54 | (1) |
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54 | (1) |
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54 | (1) |
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54 | (2) |
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Creating 3D objects from 2D shapes |
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56 | (5) |
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56 | (1) |
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56 | (1) |
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57 | (1) |
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57 | (1) |
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58 | (3) |
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61 | (30) |
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61 | (2) |
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63 | (3) |
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66 | (21) |
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Diffuse (color maps or textures) |
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67 | (3) |
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70 | (1) |
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70 | (1) |
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70 | (1) |
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70 | (1) |
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70 | (1) |
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70 | (2) |
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72 | (1) |
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Specular highlights and glossiness |
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72 | (2) |
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74 | (1) |
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74 | (1) |
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Illumination (unlit, emissive, or full bright) |
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75 | (3) |
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78 | (3) |
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81 | (1) |
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Bump, normal, and parallax occlusion mapping |
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82 | (5) |
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87 | (4) |
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SECTION II Low-polygon environments with simple shaders |
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4 Planning the low-polygon urban environment |
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91 | (6) |
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91 | (1) |
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Technological assumptions |
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92 | (1) |
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93 | (1) |
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93 | (1) |
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93 | (1) |
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94 | (1) |
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95 | (2) |
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5 Modeling the large urban environment |
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97 | (44) |
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97 | (3) |
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100 | (4) |
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101 | (1) |
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102 | (2) |
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World measurements and scale |
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104 | (4) |
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108 | (3) |
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111 | (28) |
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112 | (1) |
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112 | (3) |
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115 | (3) |
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118 | (1) |
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118 | (2) |
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120 | (1) |
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121 | (2) |
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123 | (1) |
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124 | (1) |
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124 | (2) |
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126 | (1) |
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126 | (1) |
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127 | (2) |
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129 | (1) |
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Dumpster, trash can, and mailbox |
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129 | (4) |
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Streetlights and traffic lights |
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133 | (6) |
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Parking meter and lire hydrant |
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139 | (1) |
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139 | (2) |
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6 Texturing the large urban environment |
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141 | (32) |
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141 | (1) |
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142 | (19) |
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142 | (1) |
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142 | (1) |
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143 | (5) |
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148 | (1) |
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Building windows illumination mapped |
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148 | (4) |
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Solid-pane illumination map |
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152 | (1) |
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153 | (1) |
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154 | (1) |
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154 | (3) |
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157 | (1) |
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Garbage can/dumpster/mailbox |
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157 | (1) |
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157 | (1) |
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157 | (4) |
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Parking meter/lire hydrant |
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161 | (1) |
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Nontiling illumination-mapped details |
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161 | (1) |
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Nontiling full-brightness details |
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161 | (2) |
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Nontiling details requiring alpha channeling |
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163 | (5) |
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Sewer grates, manholes, and access |
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164 | (1) |
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164 | (1) |
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Cracks, dirt, holes, and tar patches |
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164 | (4) |
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Creating the alpha channel |
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168 | (1) |
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169 | (4) |
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SECTION III Terrain, foliage, and more advanced asset creation |
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7 Introduction to natural environments |
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173 | (6) |
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173 | (1) |
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Technological assumptions |
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174 | (5) |
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175 | (1) |
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176 | (1) |
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176 | (1) |
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177 | (2) |
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179 | (24) |
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179 | (1) |
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179 | (4) |
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183 | (4) |
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Free-form terrain painting |
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187 | (2) |
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187 | (1) |
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187 | (1) |
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187 | (1) |
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188 | (1) |
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189 | (1) |
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189 | (1) |
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Trees and foliage: Decoration/prop layers |
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190 | (3) |
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Terrain generation software |
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193 | (2) |
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195 | (8) |
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9 Filling the world: Trees, plants, rocks, water, and sky |
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203 | (42) |
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203 | (2) |
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205 | (1) |
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205 | (1) |
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206 | (4) |
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209 | (1) |
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210 | (1) |
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210 | (14) |
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214 | (5) |
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219 | (3) |
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222 | (2) |
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224 | (13) |
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234 | (3) |
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237 | (8) |
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237 | (3) |
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240 | (5) |
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10 Modeling and texturing the jungle base |
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245 | (48) |
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245 | (1) |
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246 | (17) |
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Electrically charged, double-access gate |
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246 | (4) |
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250 | (2) |
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252 | (1) |
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Heavy-duty jungle gate and concrete wall |
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253 | (3) |
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256 | (7) |
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263 | (3) |
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263 | (1) |
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263 | (2) |
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265 | (1) |
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Foliage backdrop, ground, skybox |
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265 | (1) |
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266 | (18) |
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266 | (1) |
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General tiling of galvanized metal |
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267 | (1) |
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267 | (1) |
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268 | (1) |
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269 | (1) |
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269 | (2) |
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271 | (1) |
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271 | (1) |
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Crossbeams for light towers |
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272 | (1) |
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272 | (1) |
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272 | (4) |
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276 | (1) |
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277 | (1) |
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278 | (1) |
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279 | (2) |
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281 | (3) |
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284 | (4) |
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284 | (1) |
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284 | (2) |
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286 | (1) |
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286 | (1) |
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286 | (2) |
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288 | (3) |
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291 | (2) |
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11 Focus on the futuristic interior---normal maps and multipass shaders |
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293 | (28) |
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293 | (1) |
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Vertex versus per-pixel lighting |
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294 | (3) |
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297 | (5) |
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Creating normal maps in photoshop |
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297 | (1) |
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297 | (1) |
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297 | (4) |
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Use parts of existing normal maps |
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301 | (1) |
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Creating normal maps using a 3D program |
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302 | (2) |
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Assets for the futuristic interior |
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304 | (17) |
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304 | (1) |
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304 | (2) |
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306 | (1) |
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306 | (2) |
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308 | (2) |
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310 | (1) |
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311 | (1) |
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311 | (2) |
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313 | (1) |
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314 | (1) |
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314 | (1) |
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314 | (7) |
Index |
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321 | |