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Virtual Dictionary
Latest Term: The Fresnel Effect An effect used when dealing with the creation of realistic reflective surfaces, and the physics that go along with them, the Fresnel Effect was first documented in the physical world by the French physicist Augustin-Jean Fresnel.
In order to look realistic, reflections change as you approach them from different distances. This is why using static textures as ‘reflections’ never really works.
In reality, the angle between you and the surface of the object that you are looking at affects the amount of light that is reflected and refracted that you can see. For example, if you look at a lake from a far-off distance, it will appear almost completely mirror-like, yet, as you get closer, and the angle at which you are seeing the water widens, the water appears less reflective and more transparent.
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Other recent entries:
Translucency Map
Translucency
Global Illumination
Latest Hostings
CG Passives >> Luxo Jr (added 30/01/2010) Made back in 1986, this very simple CG short is where Pixar's current logo comes from. It demonstrates that you don't need very complex elements or a high degree of 'bang-whizz' effects to create an adorable personality that hooks into the emotions.
CG Passives >> The Adventures of Andre and Wally B (added 29/01/2010) In 1984, there was a passive CG short film, created by the Lucasfilm Computer Graphics Project, which some years later became Pixar. It was one of the very first CG presentations ever made, and used a borrowed supercomputer - the Cray - to render.
CG Passives >> Knick Knack (added 29/01/2010) Made in 1989, Knick Knack was a three minute short CG animation by Pixar Studios, featuring what was then the cutting edge of rendering capability, way beyond what real-time renders were capable of. To put it in perspective, this was just six years before Toy Story was released.
CG Passives >> Geri's Game (added 27/01/2010) Made in 1997, Geri's Game is an iconic CGI short film, coming on the heels of 'Bug's Life', and the first real attempt at fabric animation by Pixar Studios.
Embodied Avatars >> Resource List: AHRA (added 26/01/2010) The Mahru/Ahra series of robots have been developed by KIST - the Korean Institute of Science and Technology – since 2005. The name has a similar root to the difference between 'android', and 'gynoid'. In this case, Mahru refers to a male robot, and Ahra to a female robot.
Robot Helpers >> VR Interfaces: Ahra-A (added 26/01/2010) The first of the Ahra series of robots was produced by KIST - the Korean Institute of Science and Technology - in 2005. This robot was identical in weight, height and body shape to the Mahru robots the institute also develops. However, there were some differences. Ahra's body was coloured orange and white instead of the blue and white of the Mahru series.
Latest Products
VR in Print >> The Surrogates - Book One: The Surrogates (added 31/01/2010) The first book of the series is a 240 page graphic novel, and is the material the Surrogates film was based on, although the filrm takes the material and runs into loonyville with it. This on the other hand is hard core science fiction, slowly becoming science fact. It is filled with deep exposition scenes, carefully thought out quirks, and fodder for the brain, based on current trends.
Augmenting the Classroom >> Ludoliteracy: Defining, Understanding, and Supporting Games Education (added 26/01/2010) On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Avatar Interfacing >> Robot Dynamics Algorithms (added 14/01/2010) Whilst over 30 years old now, this book is one of those whose usefulness is never likely to fade. It is a physics book, dealing with the mathematics and physical constraints of getting any rigid body jointed system to move as desired. Designed initially with robots in mind, long before the avatar, the maths contained within is ideal for grounding on ragdoll physics as used with avatars.
Coding for Alternate Lives >> Game Programming Gems: Book 1 (added 14/01/2010) First published in 2000, book one of this series set one of the primary standards for game programmers. As a logical extension of this, simulation designers benefit tremendously as well. The book essentially argues a need to use standards to help an industry take off.
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