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.

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.
by Steve Pitzel
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.
Rendering realistic looking grass in real-time is hard, especially on consumer graphics hardware because of its geometric complexity. The intent of this article and source provided is to introduce the concept of geometry instancing with Direct3D10 APIs to the reader and show how it can be used to implement a realistic looking grass on consumer graphics hardware.
by Jason Bestimt & Bryant Freitag
June 2008
© 2008, Id Software, Inc.