Texture caching systems are designed to overcome the texture budget limitations of 3D games. Only the textures required to display the current scene are held in RAM. When new textures need to appear in the scene, they are loaded from a larger and slower repository, or they are dynamically generated.
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The 3D Blaster ® RIVA TNT2™ PCI is a high quality 2D/3D/video graphics accelerator card that is well suited for a wide variety of applications ranging from everyday desktop use to gaming and entertainment.
Leveraging the RIVA TNT2 M64 graphics controller from NVIDIA ®, the 3D Blaster RIVA TNT2 PCI delivers high quality and performance. Its dual texture architecture can process 2 pixels or textures per clock cycle; this enables developers to create special effects such as multi-layered textures, bump mapping to simulate rough surfaces, and environmental mapping that gives objects reflective properties. Developers can take advantage of advanced filtering modes (including trilinear mipmapping and anisotropic filtering) with full scene anti-aliasing to create realistic images that rival more expensive graphics workstations.
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This short tutorial implies that you know the basics of Maya. Please refer to the many available Maya Tutorials on the net on how to work with materials (textures) and how to apply them to objects. Just one quick tip: Many drag-and-drop operations in Maya are done with the middle mouse button. You can apply textures/materials to objects this way as well as moving materials from the upper window in the Hypershade Editor to the lower window in order to edit the material (right mouse button -> Graph).
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Alias|Wavefront provides a fully integrated solution to address your complete game production pipeline, and one that measures up to the demands of next generation game consoles. The video on the left shows how some of our customers have used Maya to hurdle into the realm of next-gen game development.
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