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.

  • Entwickler
  • inverse kinematics
  • polygonal modeling
  • animator
  • specular map
  • digital content creation
  • texture map
  • global illumination
  • NURBS
  • visual computing
  • bump map
  • Spieleentwicklung
  • Grafik
  • 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.

  • Core i7
  • artist
  • modeling
  • animator
  • texture map
  • NURBS
  • NURBS modeling
  • hiding seams
  • Grafik
  • Multi-Core Simulation of Soft-Body Characters using Cloth

    Soft-body physics is an increasingly popular feature in videogames. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques.
  • soft body physics
  • soft body characters
  • soft-body physics
  • soft-body characters
  • game development
  • physics
  • texture map
  • NURBS
  • visual computing
  • Spieleentwicklung
  • Grafik
  • Parallel Computing
  • 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.

  • Core i7
  • artist
  • polygonal modeling
  • animator
  • digital content creation
  • texture map
  • NURBS
  • visual computing
  • hide seams
  • NURBS modeling
  • Grafik
  • NURBS abonnieren