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 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.
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.
This article describes how to specify that Intel Cluster Checker use a different temporary directory.
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
This article explains, how to enable OOC (out-of-core) vesrsion of PARDISO from Intel® MKL.
This article on lighting & rendering covers describes how to achieve various lighting effects in Softimage. Includes adjusting ambience, animating lights, adding atmospheric effects, use of caustics, and refraction through a medium such as glass.
The Basics of the Art of Lighting (part 1): Simple Principles of and Techniques for Creating Artful LightingUltimately, digital lighting is about controlling and shaping light and shadows, reflections, refractions, and even color. This article provides a basic introduction to the principles of digital lighting using a 3D package.
This second part of a two-part series on lighting basics touches upon the multiple ways color and lighting are inextricably linked-from the science of color and light to how you can use color to create depth and emotion.