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.
concept created by lone developer (Eskil Steenberg) bent on creating an entire massively multiplayer online world single-handedly, using procedural generation techniques that cause the game to build itself by starting with clever rules and exploring them
a system for interactively generating realistic 3D models of objects from video—models that might be inserted into a video game, a simulation environment, or another video sequence.
Two high-contrast eMagin SVGA 3D OLED Microdisplays deliver fluid full-motion video in more than 16.7 million colors. Driving the user’s experience is the highly responsive head-tracking system that provides a full 360-degree angle of view.
designed to make multimedia productions (games, screen-savers, demos..) easier and more intuitive to write. Consequences are a complete abstraction of resources management (fonts, images, 3D meshes, files, zip-archives, sounds..) and rendering operations
serving the World Demo Scene, the proffesional and the amature game development industry, Computer Graphics programmers and lately also the Academic computer graphics research field.