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Surfaces

Fast Patch Normals
Abstract: Surface patches are a memory-efficient way of creating smooth surfaces that can be rendered at many levels of detail. However, having a smooth surface is not as useful if you cannot light it properly. For that, you need the normal vector at each vertex. This article describes how to treat the normal at each control point as a second control mesh, thus quickly approximating the correct surface normal. Although the results are not strictly correct, they can produce superior results by eliminating shading errors due to curve discontinuity introduced during skinning.
Subdivision Surfaces for Character Animation |  |
Abstract: This article introduces subdivision surfaces as a means of improving the appearance of game characters. First, we will present the different schemes available, focusing on two implementations of subdivision surfaces. Then, we will explore a number of optimization methods based on culling and preprocessing.
Curvature Simulation Using Normal Maps |  |
Abstract: This article explains how to perturb the normals on a surface to simulate the curvature of a denser model by using bump mapping. We will enhance the visual quality without losing speed or having to abandon more traditional ways of adding detail.
An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces |  |
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Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles |  |
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Bézier Triangles and N-Patches
Abstract: Graphics accelerators are beginning to include support for curved surfaces as basic primitives, including N-patches. In this excerpt from the upcoming second edition of Real-Time Rendering, see how N-patches can replace triangles to make low-polygon models more convincing and realistic.
Dynamic Level of Detail Terrain Rendering with Bézier Patches
Abstract: This article discusses the terrain system used in EA's SSX title. An algorithm for the tessellation of polynomial surfaces is presented, which features adaptive tessellation with continuous level-of-detail while avoiding the introduction of cracks and seams between adjacent surfaces with different geometric resolution.
Hardware Bump Mapping
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Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
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Convincing-Looking Glass for Games |  |
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Building Your Own Subdivision Surfaces
Abstract: This article examines how to convert triangular meshes (which is one of the most popular data representations) into subdivision surfaces.
Implementing Curved Surface Geometry
Abstract: Back when Quake was first released, consumer-level 3D acceleration was nearly unheard of, and id's software renderer scaled in speed with the clock speed of your Pentium processor. During the few years since then, though, the game market has reached a point of extreme processor stratification. As game developers, it's important to support high-end consumers, and yet we'd prefer not to abandon the low-end players. And from this desire was a new industry trend born: scalable geometry.
The Blobs Go Marching Two by Two
Abstract: The challenge of accurately modelling organic shapes and the they way they slop, splash, waddle and plop has caused many game artists to crumple under the pressure of recreating such phenomena. Jeff Lander shows how to use meta-goop to create and manipulate organic objects.
Subdivision Surface Theory
Abstract: A relatively new, up-and-coming technique for implementing scalable geometry, subdivision surfaces have emerged as a compelling contender among scalability solutions. Brian Sharp explains different surface schemes and how they can be applied to real-time 3D development.
Implementing Subdivision Surface Theory
Abstract: Sharp expands his introduction to subdivision surfaces with techniques for implementing the modified butterfly scheme in real-time development, complete with a demo.
Read My Lips: Facial Animation Techniques
Abstract: Until recently most facial animation used in games has been limited to cut-scene movies, but now more and more games have begun to include facial animation in real-time 3D. In the first of a two part series, Jeff Lander examines the basic concepts of facial movement.
Flex Your Facial Animation Muscles
Abstract: Given a nice, short list of the 13 visemes needed to represent speech realisitically, how would you adapt them to a character mesh to enable continuous lip-synching? In the second of two part series, Jeff Lander continues his examination of facial animation techniques by investigating how to construct and manipulate meshes.
2D Surface Deformation
Abstract: Increases in the performance of graphics accelerators free additional CPU cycles that can be used for real-time physical world modeling. Modifying the geometry of an object is more effective than mapping a new or animated texture, because correctly deformed objects will look right from any angle and in any lighting conditions. Max I. Fomitchev discusses the implementation of deformable surfaces for real-time 3D games that simulate realistic environments.
Using NURBS Surfaces in Real-time Applications
Abstract: The quest goes on to find suitable alternatives to polygonal models, and one of the most promising candidates seems to be NURBS surfaces. In this article, Dean Macri covers everything from concepts and terminology associated with parametric curves and surfaces, to difficulties encountered when using NURBS surfaces in place of polygonal models, to the types of 3D content that can be created by using parametrics.
An In-Depth Look at Bicubic Bezier Surfaces
Abstract: In the November 1999 issue of Game Developer, Mark A. DeLoura discussed bicubic Bézier surfaces and their implementation for the Nintendo 64. Here he expands on the mathematics behind those ideas, analyzing three different tessellation algorithms and presenting the mathematical argument in favor of tessellation by central differencing.
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