a texture mapping system developed by Walt Disney Animation Studios for production-quality rendering. Supports Catmull-Clark subdivision surfaces (including quad and non-quad faces), Loop subdivision surfaces, and polymeshes (either all-quad or all-triangle). Several data types are supported including 8 or 16-bit integer, float, and half-precision float. An arbitrary number of channels can be stored in a Ptex file. Arbitrary meta data can be stored in the Ptex file and accessed through the memory-managed cache.
astrophysicist John Dubinski's self-published DVD containing his stunning supercomputer simulations of galactic evolution set to Bach music. "... Gravitas points clearly at ties between the ideas of Isaac Newton and the music of Bach. To do this with sounds and images that appeal to club kids and new music fans equally is a major achievement." - John Terauds, Toronto Star, March, 9 2006
open source 3D graphics toolkit, used in visual simulation, games, virtual reality, scientific visualization and modelling. Runs on all Windows platforms, OSX, GNU/Linux, IRIX, Solaris, HP-Ux, AIX and FreeBSD operating systems.
Author Daniel Sanchez-Crespo outlines a core programming curriculum every game designer should be well versed in. Code samples use C++, and the OpenGL and DirectX APIs.
Shadowing is a key component for convincing, solid-looking rendering. Whether hard or soft, physically correct or perceptually satisfying, NVIDIA has been at the forefront of real-time shadowing technology. This page collects some of the shadow-related presentations and white papers created in recent years by NVIDIA developers.
a free application framework designed for "creative coding". OpenFrameworks is written in C++ and runs on Windows, Mac OS X, and Linux. It is developed and maintained by Zachary Lieberman and Theo Watson.
innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web.