“Designing Real-Time 3D Graphics for Entertainment” by Helman, Bigos, Tarbouriech, Johnston, Watson, et al. …

  • ©James (Jim) Helman, Andy Bigos, Philippe Tarbouriech, Eric Johnston, Scott Watson, and Steve Rotenberg



Entry Number: 33


    Designing Real-Time 3D Graphics for Entertainment

Course Organizer(s):



    This course covers the issues of creating real-time 3D games on platforms ranging from home game consoles up to high-performance image generators used in theme parks. Topics include the hardware architectures of various game platforms, visual simulation tricks, 3D modeling, real-time character animation, game prototyping and programming. The authors draw examples from the development of actual games, tools and game development environments.

    The course has two components. The first part covers the graphics and programming techniques available to make the best use of graphics technology for  high-quality, real-time renderings. The topics include hardware and software architectures, graphics optimization, database tuning and other tricks of the trade. The visual simulation roots of many of these hardware and software techniques is also covered.

    In the second part, developers discuss the use of those techniques as one component in creating interactive 3D experiences, whether for home game consoles or for location-based entertainment or theme park installations. The topics covered include tools and methods for content generation, software frameworks, and animation systems.  


Contents/Schedule PDF:

Contributed By:

    Maxine Brown


    In the collection of Maxine Brown

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