Ignore:
Timestamp:
09/18/06 04:23:46 (18 years ago)
Author:
giegl
Message:

GTP webpage - with Jungle Rumble links

File:
1 edited

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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/body_technology.html

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    3028                <P>The development of next generation <B>Realtime 3D Libraries</B> is the agenda of the <I>GameTools Project (GTP)</I>, an EU project from the <A HREF="http://www.cordis.lu/ist/">6th Framework Programme</A>. The GTP pushes the envelope in the fields of: </P> 
    3129                <UL STYLE="list-style-type: square;"> 
     
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    4644                <P><B><SPAN STYLE="font-size: 16pt; color: rgb(51,102,204);"><A NAME="Geometry"></A>GEOMETRY</SPAN></B></P> 
    4745                <P><B>Continous Multiresolution Models</B> are a <B>LOD (level of detail) technique</B> in computer graphics which addresses the problem that scenes contain <B>too much geometry</B> when all of the visible objects are rendered at their full geometric resolution. While algorithms along that line have long been available, most modern game/3D-engines implement&nbsp;the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artifacts they produce at the moment the switch between the different resolution models occurs, a drawback unfit for the visual quality of the next generation of 3D/game applications.</P> 
     
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    8583                <P><B><SPAN STYLE="font-size: 16pt; color: rgb(51,102,204);"><A NAME="Visibility"></A>VISIBILITY</SPAN></B></P> 
    8684                <P>In computer graphics, <B>Visibility</B> deals with the problem of rendering faster by rendering only the objects of the scene that can be seen.<BR>Existing solutions along that line employed in modern day 3D/game-engines are mostly based either on <B>Portals</B> or on <B>Quake style PVS</B> (potentially visible set). While these approaches have been successfully employed in commercial products for years, they nonetheless have considerable drawbacks: </P> 
     
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    131129                <P><B><SPAN STYLE="font-size: 16pt; color: rgb(51,102,204);"><A NAME="GlobalIllumination"></A>GLOBAL ILLUMINATION</SPAN></B></P> 
    132130                <P><B>Global Illumination</B> is the field of computer graphics that deals with <B>physically correct illumination</B>. Usually this is associated with stochastic raytracing solutions <B>taking hours to calculate a single picture</B>.</P> 
     
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    176                 <P><BR>&nbsp;</P> 
    177                 <P>&nbsp;</P> 
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    182169</BODY> 
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