Tony DeRose wanders between rows at New York's Museum of Mathematics. In a brightly-colored button-up T-shirt that may be Pixar standard issue, he doesn't look like the stereotype of a scientist. He greets throngs of squirrely, nerdy children and their handlers — parents and grandparents, math and science teachers — as well as their grown-up math nerd counterparts, who came alone or with their friends. One twentysomething has a credit for crowd animation on Cars 2; he's brought his mom. She wants to meet the pioneer whose work lets her son do what he does.
"It's wonderful to see such a diverse crowd," he says. "How many of you have seen a Pixar film?" he asks after taking the podium. The entire room's hands go up. "How many of you...
- 3D computer graphics
- Animation
- animation
- Cars 2
- compression algorithm
- compression algorithm
- Computer animation
- curve-generating algorithm
- curve-generating algorithm
- Emeryville, California
- Film
- Geri's Game
- HTC
- Marionette
- math-driven technology
- math-driven technology
- New York
- open-source software
- Pixar
- Pixar
- Rendering
- software engines
- Technology
- The Incredibles
- the Oscar
- Tony DeRose
- University of Washington
- Up
- .NET Framework
- caching
- centric path rendering solutions
- Computing
- Direct2D
- Extensible Application Markup Language
- final product
- GPU
- gui
- Jeremiah Morrill
- Microsoft Silverlight
- Modal logic
- Qt
- R
- Rendering
- search parameters
- Software
- software developer
- vector graphics
- Windows Presentation Foundation
- XAML
- 3D applications
- 3D computer graphics
- Ambient occlusion
- Framebuffer
- GPU
- Graphics processing unit
- Hidden surface determination
- John Carmack
- Michael Gourlay
- operating system
- parallel memory management
- post-processing effect
- pseudo
- RAM
- Ray tracing
- real-time local reflections
- Rendering
- Screen Space Ambient Occlusion
- search parameters
- Shader
- simulation
- SSAO
- Z-buffering
Do you care about anti-aliasing? Do you dream of snuggling up to its sort of crisp edges and mild performance hit? Or are jaggies an acceptable compromise in the name of RAW INCREDIBLE SPEEDY SPEED? It’s one of those things I find it increasingly hard to go without (though not as much as anisotropic filtering, missus) yet it’s always the first thing to go if a game’s not running so well on my ageing PC. Also, so many games don’t include a decent/any option for it in their settings, requiring me to have a fiddle in driver settings with variable results. Both NVIDIA and AMD are trying to change that, with newer anti-aliasing tech and the option to force it on globally in driver settings.
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- 3D computer graphics
- AA
- amd
- AMD
- Anti-aliasing
- Computer graphics
- Deferred shading
- Digital typography
- FXAA
- GeForce
- gif
- GPU
- graphics card advertising
- Hardware
- Image processing
- Intel
- Jaggies
- Kenny G
- Michael Bolton
- Miles Davis
- MLAA
- NVIDIA
- Nvidia
- nVidia
- post-processing blurring
- Rendering
- RockPaperShotgun
- Shotgun A/S
- SMAA algorithm
- Supersampling
- The Witcher 2
- Video cards
We’d like to suggest relaxing IPA a little (or ideally removing it completely) and for Sony to encourage all type of game experiences from AAA through to bite-sized casual gaming experiences (PSVita specific Minis PLEASE!).
[In this sponsored feature, Umbra Software discusses the pros and cons of various methods currently being used for occlusion culling and explains its own automated occlusion culling system that can take any type of polygon soup as input. Founded in 2006, Umbra Software is a Finnish middleware company specializing in graphics rendering technology. The company was spun off from Hybrid Graphics when it acquired the dPVS system and continued its development into what became Umbra ...
- 38 Studios
- 3D computer graphics
- 3D graphics
- 3D rendering
- BioWare
- Bungie
- Clipping
- Computer graphics
- dPVS
- GPU
- graphics rendering technology
- graphics rendering technology
- Hidden surface determination
- hidden surface determination algorithms
- hidden surface determination algorithms
- IO Interactive
- occlusion culling systems
- per-vertex processing
- Portal rendering
- possible solution
- Potentially visible set
- Rasterisation
- real-time interactive applications
- reference solution
- Remedy
- Rendering
- Specular Interactive
- Square Enix Co.
- Technology
- Umbra Software
- Umbra Software
- Viewing frustum
- Z-buffering