| Link/Url | Tags |
|---|---|
| Code Demo: Destroy the Castle [Knowledgebase] This is the binary and source of a demo we created to show how games can take advantage of multi-core processors. It's dead simple - you control a cannon facing down a terrifying, lethal... castle. ... Posted: 2009-06-18 16:45:31 by | .net, OpenMP, Threading Building Blocks, coding, gaming, Code, games, polygonal modeling, threading, visual computing |
| The 3D Production Pipeline for Games: Getting it There [Knowledgebase] 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 PhotoDi ... Posted: 2009-06-19 23:52:20 by Steve Pitzel (Intel) | inverse kinematics, polygonal modeling, animator, game development, specular map, digital content creation, texture map, global illumination, NURBS, visual computing, bump map |
| Voxel-Based Graphics on Intel Architectures [Knowledgebase] by Vittorio Accomazzi — Cedara Software Corporation Introduction Voxel Graphics is a means of modeling 3D objects with sampled points (voxels) instead of surfaces. Benefits of this technology ... Posted: 2009-06-20 17:32:20 by vittorio@cedara.com | polygonal modeling, texture map, visual computing, immersive interactivity |
| Continuous Levels of Detail: Using MRM and SDS To Achieve High-Quality Graphics in a Fraction of the Time [Knowledgebase] by Steve Pitzel and Clint Taylor It Looks Good, but It Runs Like a Slug Figure 1.Beneath the textures and lighting it's really just an arrangement of geometric shapes (and in this case, tons of ... Posted: 2009-06-18 17:17:22 by Steve Pitzel (Intel) | polygonal modeling, visual computing |
| Smoother Animation With Intel® Core™ i7 Processors [Knowledgebase] 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 aut ... Posted: 2009-09-14 14:27:25 by | , Core i7, artist, polygonal modeling, animator, digital content creation, texture map, NURBS, visual computing, hide seams, NURBS modeling |
| Character Animation: Skeletons and Inverse Kinematics [Knowledgebase] By Steve Pitzel Introduction So you've built your Gothic castle—it's time for your hero to dash into play and defend the battlements. Your gaming engine supports skeletons, an animation system cal ... Posted: 2009-06-18 16:43:40 by Steve Pitzel (Intel) | inverse kinematics, polygonal modeling, animator, digital content creation, NURBS, visual computing |
| Using NURBS Surfaces in Real-time Applications [Knowledgebase] Alternatives to Polygonal Models Despite the widespread use of polygonal models for representing 3D geometry, the quest goes on to find suitable alternatives, particularly since the limitations of po ... Posted: 2009-06-20 16:34:09 by Dean Macri (Intel) | polygonal modeling, physics, texture map, NURBS, visual computing |
| Artist Animator [Knowledgebase] Share your content creation methods, pet peeves and challenges. Learn about new content creation techniques and software optimized to take advantage of Core i7 and Nehalem technol ... Posted: 2009-11-02 11:59:52 by | Tutorials, Project Offset, inverse kinematics, IK, character rig, blend shapes, polygonal modeling, modeling eyes, lattice, 2-bone knee, IK handle, bump map, blendshape, character animation, texturing, 2-joint knee, Khang Le |
| Animation and Muscle Morphs - Using Blend Shapes for Muscle Animation [Blogs] Be on the lookout for two new modeling and animation tutorials this week that go, well hand-in-hand (except that hands won't be a part of either tutorial...) One "Animation and Muscle Morphs - ... Posted: 2009-09-28 05:03:19 by Steve Pitzel (Intel) | morph target, polygonal modeling, blendshape, character animation, animating muscles, blend shape, muscle morph |
| Using Meatloaf (loaves) to Model a Polygonal Arm [Blogs] Okay folks, I started out with an arm...and then got carried away and built a torso using the same method. So check out Modeling a Torso One Meatloaf at a Time... Check in later this week for a ... Posted: 2009-09-28 05:31:52 by Steve Pitzel (Intel) | artist, animation, morph target, polygonal modeling, animator, Pitz, blend shape, muscle morph, character modeling, dealing with muscles, digital artist, modeling a polygonal arm, modeling techniques, Pitzel |
| Modeling a Torso One Meatloaf at a Time [Knowledgebase] I'll soon post a tutorial that uses morph targets (blend shapes) to fake muscle deformations on an animated character. For that excercise you'll need a character (or a chunk of one) with muscles that ... Posted: 2009-10-31 12:07:37 by Steve Pitzel (Intel) | polygonal modeling, character modeling, torso model, free model, .obj |
| Are You Animated Enough for Viewport??? [Blogs] Artists & Animators - got a beef? Want to sound off? Or - do you just have a cool pic of your work you'd like to share? We've set up a new support group on Facebook for all recovering, aspiring ... Posted: 2009-10-29 06:22:51 by Steve Pitzel (Intel) | Facebook, inverse kinematics, character rig, polygonal modeling, artistanimator, character modeling, digital artist, 3D artist, 3D tutorials, free 3D model |
| Uber-Modeler, Son Kim [Blogs] I had the pleasure of interviewing Son Kim, an extremely talented modeler and the winner of Project Offset's first user created content contest. Using concept art created by the wizards of Offset, S ... Posted: 2009-11-24 09:55:34 by Steve Pitzel (Intel) | Project Offset, polygonal modeling, digital art, Son Kim, subdivision surfaces, texture mapping, UV unwrap |