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Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading

The multi-threading techniques employed in Microsoft's latest release preview the possibilities in future business and entertainment software where processor-intensive tasks performed in parallel will give developers abundant opportunities to model and depict natural-world phenomena.
  • texture map
  • 3d modeling
  • visual computing
  • Desenvolvimento de jogos
  • Gráficos
  • Computação paralela
  • Simulating Cloth for 3D Games

    At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of support for cloth simulation into your title.
  • physics
  • texture map
  • NURBS
  • visual computing
  • Desenvolvimento de jogos
  • Gráficos
  • 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.
  • Desenvolvedores
  • Desenvolvimento de jogos
  • Microsoft DirectX*
  • rendering
  • shallow wave simulation
  • wave simulation
  • texture map
  • visual computing
  • normal map
  • Desenvolvimento de jogos
  • Gráficos
  • MMX™ Technology Manuals and Application Notes

    Introduction

    Intel's MMX™ technology is designed to accelerate multimedia and communications applications. The technology includes new instructions and data types that allow applications to achieve a new level of performance. It exploits the parallelism inherent in many multimedia and communications algorithms, yet maintains full compatibility with existing operating systems and applications.

    The next two pages contain our full suite of MMX reference material:

    • Technical Overview
    • Developer Guide
    • Application Notes

  • texture map
  • visual computing
  • Gráficos
  • Desenvolvimento de jogos
  • Real-Time Shadow Maps on Mainstream Graphics Hardware


    Abstract

    This white paper describes techniques to generate shadows on mainstream graphics hardware in realtime. Shadows make a 3D scene more realistic and the realism is increased by the use of floating-point textures in shadow maps. This paper describes how shadow maps can be generated in graphics hardware that does not support floating point textures and those that do.

  • texture map
  • global illumination
  • visual computing
  • Gráficos
  • Desenvolvimento de jogos
  • You're Singing My Toon: Cartoon Style Nonphotorealistic Rendering in Macromedia's* Shockwave 3D

    Introduction

    "When you see a comics rack, even at a distance of ten to fifteen feet, you're overwhelmed by the energy and the grossness and the vulgarity and the pure vitality that's spilling off that material." Gil Kane quoted in The Comic Book in America, page 29.

  • animator
  • digital content creation
  • texture map
  • visual computing
  • Gráficos
  • Desenvolvimento de jogos
  • The 3D Production Pipeline for Games: Getting it There


    The Challenge of Animating the Artist's Dream



    Figure 1 - Artist's lament: "It never looks quite the same in the game…"
    Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc, Inc.

  • Desenvolvedores
  • inverse kinematics
  • polygonal modeling
  • animator
  • specular map
  • digital content creation
  • texture map
  • global illumination
  • NURBS
  • visual computing
  • bump map
  • Desenvolvimento de jogos
  • Gráficos
  • Assine o texture map