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Building Character, Wrinkle by Wrinkle, in a 3-D World.

Authors :
Marriott, Michel
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.

Details

Language :
English
ISSN :
03624331
Volume :
153
Issue :
52848
Database :
Academic Search Index
Journal :
New York Times
Publication Type :
News
Accession number :
13476270