jmsaunde talk
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<eventdefs>
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<!-- Winter 2010 -->
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<eventitem date="2010-04-06" time="04:30 PM" room="DC1304" title="Brush-Based Constructive Solid Geometry">
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<short><p>The last talk in the CS10 series will be presented by Jordan Saunders, in which he will discuss methods for processing brush-based constructive solid geometry.
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</p></short>
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<abstract><p>For some would-be graphics programmers, the biggest barrier-to-entry is getting data to render. This is why there exist so
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many terrain renderers: by virtue of the fact that rendering height-fields tends to give pretty pictures from next to no
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"created" information. However, it becomes more difficult when programmers want to do indoor rendering (in the style of the
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Quake and Unreal games). Ripping map information from the Quake games is possible (and fairly simple), but their tool-chain
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is fairly clumsy from the point of view of adding a conversion utility.
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</p><p>My talk is about Constructive Solid Geometry from a Brush-based perspective (nearly identical to Unreal's and still very similar
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to Quake's). The basic idea is that there are brushes (convex volumes in 3-space) and they can either be additive (solid brushes)
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or subtractive (hollow, or air brushes). The entire world starts off as an infinite solid lump and you can start removing sections
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of it then adding them back in. The talk pertains to fast methods of taking the list of brushes and generating world geometry. I may
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touch on interface problems with the editor, but the primary content will be the different ways I generated the geometry and what I found to be best.
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</p></abstract>
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</eventitem>
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<eventitem date="2010-04-07" time="1:00 PM" room="MC2037" title="Windows Azure Lab">
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<short><p>Get the opportunity to learn about Microsoft's Cloud Services Platform, Windows Azure. Attend this Hands-on-lab session sponsored by Microsoft.
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