| Link/Url | Tags |
|---|---|
| Intel and Macromedia Team up for Internet 3d [Knowledgebase] Press Release - Macromedia Director* 8.5 Shockwave* Studio with Intel® Internet 3D Graphics Software: Powerful, Scalable 3D for the Web Mainstream. Intel® Software Development Products Okino P ... Posted: 2009-06-18 18:50:15 by | NURBS, 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 |
| Simulating Cloth for 3D Games [Knowledgebase] by Dean Macri Introduction We all live in the real world where things behave according to the laws of physics that we learned about in high school or college. Because of this, we're all expert ... Posted: 2009-06-19 18:57:22 by Dean Macri (Intel) | physics, texture map, NURBS, 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 |
| Procedural Spooling In Games [Knowledgebase] By Mick West[In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games.]In a game w ... Posted: 2009-06-19 14:11:54 by | procedural spooling, game development, physics, NURBS, visual computing |
| Multi-Core Simulation of Soft-Body Characters using Cloth [Knowledgebase] Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and othe ... Posted: 2009-06-20 21:15:39 by Brad Werth (Intel) | soft body physics, soft body characters, soft-body physics, soft-body characters, game development, physics, texture map, NURBS, 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 15:49:54 by Steve Pitzel (Intel) | Core i7, artist, modeling, animator, texture map, NURBS, NURBS modeling, hiding seams |