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Resource Database > Colour and Movement
The production of good, high quality artwork is one of the most costly areas of graphical virtual world development. This is an area which can easilly run into millions of currency units.

To aid in the development of new worlds, particularly where budgets cannot support these costs, we offer a selection of ready-made artwork, for use within virtual worlds.


Sections


OpenGL Documentation (3)

OpenGL distilled, released March 2006, is a concise book about the essential, commonly used features of modern OpenGL. Considering OpenGL is the only graphics standard really widely used on Linux and Unix systems, where DirectX does not venture, such a guide is very useful indeed.



Linked resource
OpenGL Programming Guide
The official guide to learning OpenGL, online version of a book, published by Addison-Wesley

Linked resource
OpenGL Reference Manual
The official reference to OpenGL, online version of a book, published by Addison-Wesley.



Movement and Collisions (1)

Locally Hosted resource
Convex Hull Simplification With Containment By Successive Plane Removal
A fairly short overview of an interesting, and immensely handy simplification method, with the potential to reduce the number of calculations needed in a scene.



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Environmental Systems (8)

Fire, water, air, and earth - with every combination in between. Steam, sludge, mud, and gloop. The substances that make a world fun, and their creation in real-time.
Locally Hosted resource
Creating Scenic Views in Text: ASCII Art
A brief exploration of the basics of creating artistic scenes and vistas, in pure text.

Linked resource
Deep-Water Animation and Rendering
An extremely long, and exhaustive article, covering just about everything you need to know to produce very realistic bodies of water.

Linked resource
Hemisphere Lighting With Radiosity Maps
Rendering of lighting in outdoor scenes is a paramount concern. To truly be realistic, the light levels constantly vary, and the sun (or suns) are not usually even the primary lightsource! All that adds up to is a computational disaster, unless some way is found to render lightsoure data quickly, and easilly....

Linked resource
Inexpensive Underwater Caustics Using Cg
A look at creating aesthetically pleasing, realistic water movements, using caustics - for ultra-realism for low processing power.

Locally Hosted resource
Mixed Reality Sculpture brings Tron to Life
Industry News

A project developed as part of Interactivos 2007, in Madrid, Spain, attempts to literally merge physical and virtual objects as an art project.

    
Complete Website: Paul Bourke
This massive site, simple in appearance, holds just about every resource you'll ever need for graphics work.

Linked resource
Render Smoke And Fog Without Being A Computation Hog
Computer scientists from UC San Diego have developed a way to generate images like smoke-filled bars, foggy alleys and smog-choked cityscapes without the computational drag and slow speed of previous computer graphics methods.

    
Complete Website: The Virtual Terrain Project
The VTP was created to assist in the development of the tools and procedures needed to create graphical simulation of more or less anything you could name.



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Personified Avatars (4)

Applicable Dictionary Entries:  
Uncanny Valley

Not a platform or modelling software specific book, Building a Digital Human is Ken?s second book, and much like the first, it takes you through the basics of creating the 3D forms, in a patient, kind, step by step manner, demonstrating techniques which really aid the beginning to intermediate modeller.



Locally Hosted resource
Open Source 3D Human Models
Industry News

On the 26th of May 2005, two companies (Zygote Media Group and e frontier) joined forces to give us a new model of open source distribution ? 3D avatars.

An expressive face is a work of art. Constantly moving and changing. Lips, brows, frown lines, each is in constant motion. Stop Staring analyses facial structures and movements, then shows animators how to bring life to the faces of their characters.





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Basic Modelling (5)

Not a platform or modelling software specific book, Building a Digital Human is Ken?s second book, and much like the first, it takes you through the basics of creating the 3D forms, in a patient, kind, step by step manner, demonstrating techniques which really aid the beginning to intermediate modeller.



Linked resource
Messing with Tangent Space
Tangent space is sometimes called texture space. It is the co-ordinate systems for one face of any 3D skinned model. Use of tangent space, which this tutorial covers, is necessary to properly map a texture onto part of a 3D shape.

Not a platform or modelling software specific book, Modelling Digital Dinosaurs is Ken?s first book, and it takes you through the basics of creating 3D representations of something which has fascinated and captivated for centuries ? dinosaurs. The book does this in a patient, kind, step by step manner, demonstrating techniques which really aid the beginning to intermediate modeller. Contains a free copy of Amapi version 1.5 on the CD in case the reader does not have a 3D modeller.



Locally Hosted resource
Rapid interactive scene modelling from video
A new modelling system, VideoTrace; the result of a collaboration between The Australian Centre for Visual Technologies at the University of Adelaide, and The Oxford Brookes Computer Vision Group, is capable of taking the output of any handheld digital camcorder, and turn it into a 3D model.

Linked resource
Replicating Foodstuff Virtually
This article from the BBC, examines one of the core topics of the SIGGRAPH 2007 conference ? the real difficulty of recreating the movement of food, in even a prerendered virtual world.



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3D Engines (1)

Linked resource
Direct3D vs. OpenGL: Which API to Use When, Where, and Why
A pretty much unbiased guide to the two main graphics APIs developers consider: Microsoft DirectX, and Silicon Graphics' Open GL. Written predominanty from a Windows perspective, this resource helps you decide when to use which graphics library on that platform.