Mark found an interesting video (80mb) rendered with Blender and OpenGL 2.0, that has a nice zoomable interface. It’d look good running in the Viz lab.
Entries tagged with “graphics”.
- Graphics Tech: Precomputed Lighting | The Witness
For the past 15 years or so, graphics technology in games has been driven by shooters. Most shooters generate visual interest in their scenes by having lots of dynamic lights, with extreme use of bump mapping, and moving shadows, and particle effects. For The Witness, I wanted to develop a graphical style that values simplicity. It would be suited to mellower environments, with both indoor and outdoor settings. Some kind of global illumination solution seemed like the right idea here. (Global illumination is when you simulate light bouncing around in a scene; the resulting look is usually much richer and subtler than the direct lighting that games usually do.)
- StarCraft II
he Insider recently sat down with Nick Carpenter, Blizzard's cinematic creative director, for a behind-the-scenes look at the StarCraft II cinematic teaser recently released at the Worldwide Invitational, as well as to discuss the challenges involved with continuing the single-player storyline from the original game...
- Photorealistic Crysis With Real Lifesis Mod
Today, I am presenting you one of these mods, called: Real Lifesis, developed by Hawkeye|Puppy over at Crytek's official modding portal, Crymod. What's so special about this, you ask? Well, this is not your standard configuration file that tweaks a few settings (although there comes one included with this mod, too), but it is a so-called "ToD modification". ToD stands for "Time of Day" and by using a custom one, Real Lifesis basically alters the whole atmospheric lighting to make Crysis look much more realistic. Therefore, Hawkeye|Puppy had set himself this main goal: "I have set the task of creating a Full-Day Time of Day file, that brings Crysis as close to photorealism that you can get..." Have a look and decide for yourself, whether he was able to succeed or not:
- YouTube - Crysis BlackFire´s mod
- Radeon HD 5870 Review
Tech Lingo like Shaders Explained With each new article it's good to always look back and explain terms that have become common in our vocabulary, yet a lot of you might not know what they mean. On this page I like to explain the basics inside a graphics card and as such explain shaders and shader processors. Just so you know what we are talking about. And if you know all this, please head on over to the next page. But to understand what we are writing, you need to understand what's going on inside a GPU. To understand what is going on inside that graphics card of yours, please allow me to explain what is actually happening inside that graphics processor and explain terminology like shaders in a very easy to understand manner (I hope). That and how it relates to rendering all that gaming goodness on your screen.
- YouTube - (1080P) HD5970 DX11 Tessellation Comparisons
- Render Output unit - Wikipedia, the free encyclopedia
The Render Output Unit, often abbreviated as "ROP", and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. The pixel pipelines take pixel and texel information and process it, via specific matrix and vector operations, into a final pixel or depth value. The ROPs perform the transactions between the relevant buffers in the local memory - this includes writing or reading values, as well as blending them together.
- MegaRace - Wikipedia, the free encyclopedia
Megarace is a Vehicular combat game with arcade gameplay, similar to that of RoadBlasters and Spy Hunter. However, it is also a rail shooter, in which the player does not fully control the car; he can move it from side to side and accelerate within a limited range, but cannot turn nor fully stop the vehicle. In fact, the speedway is actually a pre-rendered full-motion video playing on a loop.
- id Unleashes Impressive Rage On The iPhone
During his keynote speech at QuakeCon 2010, id Software's John Carmack demonstrated Rage on the iPhone, running at 60 frames-per-second and able to "kill anything done on the Xbox or PlayStation 2."
- YouTube - John Carmack - Doom 3 Engine Technology Interview [Part 1/4]