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11-04-2006 |
Cette page n’est pas disponible en Français. Nous nous excusons pour cet inconvénient.
Nima - PhysX for Maya What do you get when you combine Maya with the most amazing physics engine on the planet? You get Nima: PhysX for Maya! This presentation will cover the implementation details of this open-source plug-in, along with design strategies, an explanation of what worked and what didn’t and how to work-around certain Maya API limitations. Topics covered will range from how to implement your own rigid bodies and constraints to integrating never-seen-before features like physically-accurate rag dolls directly inside Maya.
A tale of two plug-ins: ColladaMaya and DeepLight COLLADA is a file format designed for interchanging rich 3D assets for game authoring. ColladaMaya is the official, open-source COLLADA translator for Maya, used by dozens of game studios and thousands of artists worldwide. This presentation will go over the implementation details and lessons learnt while implementing ColladaMaya. It will guide the Maya API developers through the code so that they can later adapt or extend it at will. The focus will be on importing, visualizing and exporting advanced data, such as ColladaFX (shading effects), physics, skinning and animation.
In bonus, other plug-ins recently implemented by the Feeling Software team will also be presented, such as the one driving the DeepLight auto-stereoscopic 3D display. |
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05-04-2006 |
Cette page n’est pas disponible en Français. Nous nous excusons pour cet inconvénient.
Feeling Software is proud to announce that we were chosen by Epic Games to implement the COLLADA importer for its world-famous Unreal Engine 3. Through the use of our FCollada library, Guillaume -- the lead developer of ColladaMaya and ColladaMax -- implemented the feature rapidly and enjoyed every moment of working with that amazing engine. This was the first of three projects so far involving the Unreal Engine, for three different clients. Feeling Software is looking forward to more opportunities to apply our technical expertise to UE3 and other leading game engines. |
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13-02-2006 |
Cette page n’est pas disponible en Français. Nous nous excusons pour cet inconvénient.
Antoine Azar will be presenting his new 3D image registration framework applied to medical imaging at the upcoming IEEE International Symposium on Biomedical Imaging 2006 . This innovative work presents a general mathematical framework for combining any existing intensity-based registration algorithm with a smart interactive feature-based component. This introduces human expertise in critical diagnosis and treatment steps, and allows doctors to perform live corrections during an automatic registration. Antoine’s paper can be downloaded here. |
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