dc.contributor.author | Wagner, Daniel | en_US |
dc.contributor.author | Schmalstieg, Dieter | en_US |
dc.contributor.author | Kainz, Bernhard | en_US |
dc.contributor.editor | - | en_US |
dc.date.accessioned | 2015-12-10T13:43:20Z | |
dc.date.available | 2015-12-10T13:43:20Z | |
dc.date.issued | 18-7-2008 | en_US |
dc.identifier.issn | - | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/cgems04-11-1356 | en_US |
dc.description.abstract | We present a lab assignment that accompanies a complete module called ''Real-time Graphics''. The students' task is to get familiar with content creation and programming a (previously) commercial 3D engine. In a first task, students have to create 3D content, which is integrated into the Quake3 engine. In a second task, the students have to implement a simple animation and finally add an impressive 3D graphics effect to the Quake3 engine. The lecture has been taught four times from 2004 to 2007. We present the assignment and report on experiences that we have gained. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Graphics APIs | en_US |
dc.subject | Rendering | en_US |
dc.subject | 3D animation | en_US |
dc.subject | 3D modelling | en_US |
dc.subject | Algorithmic | en_US |
dc.subject | Software | en_US |
dc.subject | Technology | en_US |
dc.title | Realtime 3D Graphics Programming Using the Quake3 Engine | en_US |
dc.description.seriesinformation | CGEMS - Computer Graphics Educational Materials | en_US |
dc.description.sectionheaders | Modules | en_US |
dc.identifier.doi | 10.2312/cgems04-11-1356 | en_US |
dc.identifier.pages | Daniel Wagner, Dieter Schmalstieg, Bernhard Kainz-Graphics APIs, Rendering, 3D animation, 3D modelling, Algorithmic, Software, Technology | en_US |