
https://www.packtpub.com/blender-2-5-lighting-and-rendering/book
A blog showcasing a range of subjects, such as personal work-in-progress research and/or activities to related news items in the world of computer science...
This publication proposes a novel approach to automatically colour and texture a given terrain mesh in real time. Through the use of weighting rules, a simple syntax allows for the generation of texture and colour values based on the elevation and angle of a given vertex. It is through this combination of elevation and angle that complex features such as ridges, hills and mountains can be described, with the mesh coloured and textured accordingly. The implementation of the approach is done entirely on the GPU using 2D lookup textures, delivering a great performance increase over typical approaches that pass colour and weighting information in the fragment shader. In fact, the rule set is abstracted enough to be used in conjunction with any colouring/texturing approach that uses weighting values to dictate which surfaces are depicted on the mesh.
You can check the article out here, published on Vol 9, Issue 4 (pp. 21-28) of the journal.
The Wall Street Journal reports that the application, like the UDK (http://www.udk.com/), will be completely free to download and use for hobbyist purposes and offer a licensing/royalties model where developers using the engine commercially will have to pay a $99 licensing fee and 25% royalties to Epic Games after the first $5,000 in sales etc.
Eagerly awaiting this, if this is an app matching the quality of the UDK and at the same time easily accessible, it could definitely revolutionise iPhone/iPad game development and perhaps mobile gaming as a whole. As an educator as well, and someone teaching Unreal on several different units in Higher Education, this again is very exciting news.
Alongside other BU academics with successfull research projects, who are also on this reviewing panel, the role of the internal reviewer is to supply timely suggestions for improvement which can greatly enhance the chances of success for a project bid.
More information on this Bournemouth University initiative at http://www.bournemouth.ac.uk/rprs (please note that this link and indeed the service itself is and will only be available to other BU academics).
Titled Rage:Mutant Bash TV the game is hugely impressive (see video above) considering the limited hardware it runs on and moreover is supposed to be available this month. Finally, the legendary John Carmack himself is alleged to be involved in its development.
This year's IASTED International Conference on Human-Computer Interaction (IASTED-HCI 2011) will be a major forum for international researchers and professionals to present their latest research, results, and ideas in all areas of human-computer interaction, covering a wide range of topics on the subject from virtual and augmented reality to mobile and ubiquitous computing issues. For more information on the conference check the link below.
The journal appeals to a wide audience and encourages original research contributions in application areas such as defence, medicine, education and training, natural and cultural heritage, science & engineering, manufacturing, entertainment, visualisation and the arts.
Google representatives state that the technology works best for landmarks (making it an ideal feature for a navigation application), logos and the covers of books, DVDs and games.
The prototype system was tested in a study with 24 volunteers, who were asked to traverse to a destination which was 1.5 kilometres away. Using the system, all reached the goal.
Read more about this work here.
As can be seen in the vid above, the results are impressive in terms of not only quality but also size/scale. The team has pointed out post-project that the CityEngine lent itself greatly to the tight production schedule (they had 4 weeks to complete the project) which involved the generation of 385 square kilometers.
John Carmack also suggested during his keynote address at the event that id will look at making the Doom 3 source code available as well (something people have been clamouring for for years now, I know I've been mentioning it in my lectures for at least a couple of years now). Great news for aspiring games programmers as previous id engines (the company has a great tradition of making them available, once out of date, to the public) have been used for many great mods over the years, particularly the Quake ones.
The research field itself is called non-photorealistic rendering (or NPR in short) and can today be observed in a number of application areas, including real-time computer and video games plus also animated feature films. Contemporary hardware has made possible recent mainstream gaming titles such as Sega’s MadWorld (for Nintendo’s Wii) and Ubisoft’s Prince Of Persia (for a variety of platforms), employing comic-book/sketched and cel-shaded rendering styles respectively. Equally, Disney’s upcoming feature length film Tangled simulates oil-painting techniques. Titles such as these demonstrate that there is considerable interest from developers, film-makers and public alike to explore the possibilities for alternative graphical representations that modern NPR techniques, because of their flexibility in different stylizations, can offer in the area of computer entertainment.
Topics of interest include, but are not limited to:
Evaluation methods for NPR algorithms and techniques
Interactivity studies for NPR in games
Algorithm design techniques and methodologies for real-time NPR
Expressive character animation and physics for games
GPU hardware acceleration for NPR
Composition, layout and visual balance for NPR games approaches
Real-time temporal and spatial coherence of non-photorealistic techniques
Simulation and style transfer of natural media human artistic styles to games and animation
Adaption of effects such as motion blur, lighting and depth of field
State-of-the-art, survey and position papers on the approaches of non-photorealism in games and animation
Only original research papers will be considered. Authors should limit initial submissions to no more than 30 double-spaced pages in 12-point font with appropriate margins, inclusive of all materials (i.e., references, figures, tables and appendices).
A double-blind review will be conducted and papers will be returned to the authors, with explanatory notes for further action. Submissions will be screened to ensure coherence with the theme of the special volume.
Submissions will be accepted for this theme throughout year 2010.
More information about the journal and the special issue itself can be found at http://www.ibimapublishing.com/journals/CFP/ijiw2.html.