Pipeline for modeling and texturing realtime graphics

This Bachelor Thesis is written by Øyvind Lien. It completes my 3 year bachelor study in Computer Graphics at Luleå Tekniska Universitet. During 10 weeks in April/May of 2009 I have been located at Turbo Tape Games in Bergen, Norway. My assignment has been to develop and research a pipeline for prod...

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Bibliographic Details
Main Author: Lien, Øyvind
Format: Bachelor Thesis
Language:English
Published: 2009
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-55122
Description
Summary:This Bachelor Thesis is written by Øyvind Lien. It completes my 3 year bachelor study in Computer Graphics at Luleå Tekniska Universitet. During 10 weeks in April/May of 2009 I have been located at Turbo Tape Games in Bergen, Norway. My assignment has been to develop and research a pipeline for producing 3D content for Naval War: Arctic Circle, an RTS game for the PC platform. My goal for the thesis was to develop a time and economically efficient pipeline for modeling and texturing content for realtime graphics. Keep a high paced production speed, and focus on simple solutions. At the same time I wanted to avoid the use of extra plug-ins and software for texture baking, UV mapping and such. The pipeline was made to fit the time schedule, resources and graphical profile Turbo Tape Games had for their current project Naval War: Arctic Circle. Validerat; 20101217 (root)