Shadow Volumes at Gameversity

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Anonymous Apr 23, 2004 at 06:14

At May 3rd Gameversity will offer for the first time the course "Real-Time Shadow Volumes" by Hun Yen Kwoon. Hun Yen Kwoon will teach you all the rendering skills that are required to implement DOOM3-styled shadow volumes into your engines or games. Amaze your targeted audience with real-time shadows that blend, hug and deform accurately over all 3D objects in a scene. The entire course is design to be in-depth and covers a broad spectrum of concepts and shadow volume implementations. Using more than just the conventional shadow volume implementation, students will be instructed in many state-of-the-art shadow volume techniques and explore the latest research on the topic. This course also gives students intimate knowledge of how to integrate shadow volume into non-coding aspects of game development, such as modeling and scene management. Students that complete the course successfully will not only be able to implement shadow volume, but also to integrate the technique in any existing team workflow or modeling structure. More and more future games will be using this technique to implement real- time shadows, so don't get left behind! Check out the full description of the course and screenshots of the example programs at the following URL: Shadow Volumes.

Hun Yen Kwoon is currently the graphics development lead for Silicon Illusions, based in Singapore. His work includes rendering pipeline design, renderer development, custom lighting implementation, realtime effects and realtime demo development. Yen Kwoon graduated from the National University of Singapore with an Honours degree in Electrical Engineering specializing in computer networks.

About Gameversity

Gameversity offers courses that help students learn game programming from scratch. Our lineup includes the following classes: Introduction to Game Programming, which introduces students to the all aspects of 3D game programming; Game Mathematics, which teaches students the mathematics used in game programming; Direct3D 9 Graphics Programming, which teaches students how to write DirectX 9 programs; and Advanced Rendering, which explains next-neneration lighting algorithms together with shadow volumes, cube mapping and High-Dynamic Range lighting. To give students the opportunity to quickly update their knowledge in a specific game programming field, we also offer game programming seminars. These seminars cover a wide range of topics, such as AI programming, lighting, and shader programming.

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