From 532500dfb77da65a9a6d3ac062a1a3a35ce6de53 Mon Sep 17 00:00:00 2001 From: Edgar Bering Date: Sat, 3 Apr 2010 15:23:51 -0400 Subject: [PATCH] jmsaunde talk --- events.xml | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/events.xml b/events.xml index 0f08589..790e1be 100644 --- a/events.xml +++ b/events.xml @@ -4,6 +4,25 @@ + + +

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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For some would-be graphics programmers, the biggest barrier-to-entry is getting data to render. This is why there exist so +many terrain renderers: by virtue of the fact that rendering height-fields tends to give pretty pictures from next to no +"created" information. However, it becomes more difficult when programmers want to do indoor rendering (in the style of the +Quake and Unreal games). Ripping map information from the Quake games is possible (and fairly simple), but their tool-chain +is fairly clumsy from the point of view of adding a conversion utility. +

My talk is about Constructive Solid Geometry from a Brush-based perspective (nearly identical to Unreal's and still very similar +to Quake's). The basic idea is that there are brushes (convex volumes in 3-space) and they can either be additive (solid brushes) +or subtractive (hollow, or air brushes). The entire world starts off as an infinite solid lump and you can start removing sections +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 +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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Get the opportunity to learn about Microsoft's Cloud Services Platform, Windows Azure. Attend this Hands-on-lab session sponsored by Microsoft.