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.
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.
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.
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.
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.
Выбор разрешения экрана - один из ключевых аспектов практически любого графического приложения. В данной работе и сопутствующем ей исходном коде показывается, что данный выбор больше не стоит так остро.
The limited spatial resolution of current displays makes depiction of very fine spatial details difficult. We describe a system that conveys the impression of enhanced spatial resolution on a conventional display.
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of...
自从 3D 游戏诞生以来，分辨率选择屏幕已经成 PC 游戏的一项特色内容。在本白皮书以及随附的示例代码中，我们证明了这种情况将会逐渐消失；开发者将可以动态改变其渲染的分辨率，而不必进行静态的分辨率选择。
Photo-realistic rendering requires accurate simulation of light propagation according to physics laws. The best known way to solve this problem is Monte Carlo ray tracing. We describe a state-of-the-art photo-realistic Monte Carlo rendering engine.