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Article

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.
Criado por JOHN V. (Intel) Última atualização em 24/01/2018 - 12:12
Article

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.
Criado por Última atualização em 09/03/2019 - 14:00
Article

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.
Criado por administrar Última atualização em 09/03/2019 - 14:00
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Criado por Juanbin L. (Intel) Última atualização em 30/08/2018 - 10:47
Article

Exploiting the Power of Softimage's Render Tree

The Render Tree in Autodesk* Softimage* allows you to create dynamic property assignments by connecting shader nodes, and then bundle them into presets and shader compounds via this visual interface. This article describes how to do this.
Criado por administrar Última atualização em 21/02/2019 - 13:48
Article

Advanced Rendering Techniques

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.
Criado por administrar Última atualização em 21/02/2019 - 13:48
Article

Interactive Geometric Sound Propagation and Rendering

This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
Criado por administrar Última atualização em 02/01/2019 - 12:48
Article

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Criado por Última atualização em 03/05/2019 - 13:48
Article

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Criado por Última atualização em 03/05/2019 - 14:40
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Criado por Última atualização em 03/05/2019 - 13:30