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 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.

Movement and Collisions (1)

Back To TopEnvironmental 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.
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....
This massive site, simple in appearance, holds just about every resource you'll ever need for graphics work.
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.
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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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.
Open Source 3D Human Models
 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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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.
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.
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.
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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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.

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