NURBS
The 3D Production Pipeline for Games: Getting it There
The Challenge of Animating the Artist's Dream

Figure 1 - Artist's lament: "It never looks quite the same in the game…"
Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc, Inc.
Smoother Animation With Intel® Core™ i7 Processors
by Steve Pitzel
Introduction: Disguising seams in NURBS models
Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons. These characters had all the beauty and grace of Frankenstein. Rendering engines couldn't handle deformations, or high-level geometry, and polygons ruled the gaming world. The computing power for creating fluid movement and seamless-looking joints simply wasn't there.
Multi-Core Simulation of Soft-Body Characters using Cloth
Using NURBS Surfaces in Real-time Applications
Lizenzvertrag:
Smoother Animation With Intel® Core™ i7 Processors
by Steve Pitzel
Introduction: Disguising seams in NURBS models
Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons. These characters had all the beauty and grace of Frankenstein. Rendering engines couldn't handle deformations, or high-level geometry, and polygons ruled the gaming world. The computing power for creating fluid movement and seamless-looking joints simply wasn't there.
