Back to Search
Start Over
Building Character, Wrinkle by Wrinkle, in a 3-D World.
- Source :
-
New York Times . 5/13/2004, Vol. 153 Issue 52848, pG8-G8. 2/3p. 3 Diagrams. - Publication Year :
- 2004
-
Abstract
- Describes a technique used in designing video games called normal mapping to render characters and objects. Provision of a high level of detail without requiring so much computer processing power that the game play would slow down; Use of polygons to render characters, objects and scenery in video games like The Chronicles of Riddick; Escape from Butcher bay; Pressure on game developers to improve realism into their computer-generated characters and environments; Aim of matching the realism of video games adapted from films.
- Subjects :
- *VIDEO games
*ELECTRONIC games
*REALISM
Subjects
Details
- Language :
- English
- ISSN :
- 03624331
- Volume :
- 153
- Issue :
- 52848
- Database :
- Academic Search Index
- Journal :
- New York Times
- Publication Type :
- News
- Accession number :
- 13476270