rendering

Adaptive Transparency

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.
  • Développeurs
  • Développement de jeu
  • Avancé
  • Intermédiaire
  • GameCodeSample
  • rendering
  • Adaptive Transparency
  • Développement de jeu
  • Graphiques
  • keeping-it-quads

    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.
  • rendering
  • inverse kinematics
  • animator
  • animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique
  • digital content creation
  • visual computing
  • Graphiques
  • Rethinking the Pipeline: DreamWorks Animation Advances the Art

    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.
  • rendering
  • animation
  • visual computing
  • dreamworks
  • Graphiques
  • Real-Time Parametric Shallow Wave Simulation

    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.
  • Développeurs
  • Développement de jeu
  • Microsoft DirectX*
  • rendering
  • shallow wave simulation
  • wave simulation
  • texture map
  • visual computing
  • normal map
  • Développement de jeu
  • Graphiques
  • The Blind Giant from Project Offset

    The Blind Giant from Project Offset is a frighteningly great example of what can be accomplished not only through technology, but through real vision and artistry.  Yes, I work for Intel - I love the technology - and even if I didn't work for Intel, I'd love what you can do with a powerful computer with lots of powerful cores.  But I gotta tell you - just like a great studio doesn't write great songs - a powerful computer doesn't, by itself, create great imagery.

    I See the Light(ing) - but Which Light Do I Use?

    This week on the Artist/Animator site, Lucy Burton continues her series on using lights, 3D Lighting in Softimage.  No matter what software package you use, her tutorial will get you up to speed on the where and why of many of the light options in your toolbox.  Yeah, we want to build a great model, we want the animation to pop - but man, so much of the final look and feel is wrapped up in lighting and rendering!  Even if you don't plan on making lighting your specialty - it's good to know your options!

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