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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.

  • Developers
  • inverse kinematics
  • polygonal modeling
  • animator
  • specular map
  • digital content creation
  • texture map
  • global illumination
  • NURBS
  • visual computing
  • bump map
  • Game Development
  • Graphics
  • 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
  • Graphics
  • 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
  • Game Development
  • Graphics
  • Parallel Computing
  • Rendering grass with Instancing in DirectX 10

    Introduction



    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.

  • Developers
  • Microsoft DirectX*
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  • visual computing
  • Game Development
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