Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
In this article, Alex Champandard describes how to accelerate Multi-threading Line-of-Sight calculations to improve AI sensory system performance through the concept of a centralized sensory system using a mini-game prototype AI Sandbox.
This article describes a few of the challenges and improvements made to DiRT2 to ensure interesting physics and high performance graphics in this rally game.
I have summarized some experiences on how to download and build POV-Ray* projects here for future use.Several links for POV-Ray
UV mapping is the process of manipulating a 3D mesh’s texture coordinates (U and V) to work with a 2D image, used as a texture. This tutorial describes how to create UVs for characters in Maya.
An absolutely critical area of 3D scene creation is the proper use of lighting and rendering techniques. This tutorial covers the mechanics of lighting and how to incorporate the language of light into your 3D scenes.