The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
A way to re-attach polygonal models without creating 3-sided or n-sided polygons. This article is for 3D-modelers, animators;creators of game characters.
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.
As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it’s critical to achieving high-quality animations. This article goes into the details of the varying procedures associated with rendering in Autodesk* Softimage.
We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
This is part of a series of blogs on Embree, a collection of high performance ray tracing kernels. Embree has been released open source since version 1.0.
Codemasters has been working with Intel® on Grid 2 (