conference.quest3d.com

Quest3D Conference presentations

 

Below is a list of some of the conference sessions. Watch this page as more presentations will be added.

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Pjotr van Schothorst
VSTEP

www.vstep.nl

Duration: 1 hours
Language: English

Serious games

 

In this presentation, VSTEP, a Dutch developer of entertainment games and Serious Games, will present some of its recent productions made with Quest3D:

RescueSim, a training simulator for fire-fighters. This simulator runs across two large screens or projectors, connected to one PC. On the left monitor, an instructor can create an incident with a sophisticated drag-and-drop system for objects like fire, smoke, people, vehicles. On the right-hand screen, the trainee walks or drives through the 3D environment, and interacts with it. One of the recent enhancements is a system for automatic fire propagation over burnable objects.

LockMaster, a training simulator for lock masters who need to learn how to operate locks in a new, remote control way. This product runs in extremely high resolution: two 30" monitors of 2560x1600pixels connected to one PC. These shows 16 simulated security cameras, all with a real-time framerate.

TrainOps, a operations procedure simulator for train drivers. It lets them train the procedures involved in starting up trains, shutting them down, connecting two trains, etc.

Ship Simulator Professional, a training version of the entertainment game Ship Simulator 2008. Even though the product is still under development, a number of parties have already bought pre-release versions, showing the market interest. It lets navigational instruments like electronic sea charts and gauges be connected to the game, closing the gap between game and training.

 


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Dylan Nagel & others
Paladin Studios

www.paladinstudios.com

Duration: 1 hours
Language: English

Monastery of Dordrecht: design and development of a historical visualisation

For the City of Dordrecht in the Netherlands, Paladin Studios created an interactive visualisation of the so called ‘Monastery of Dordrecht’. The project won the first prize on the Quest3D Awards 2008

This presentation will offer a behind-the-scenes look into the project, including concept and reference art, 3D models, and technical details such as HDR.


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Carsten Schonart
3D Scapes

www.3d-scapes.de

Duration: 1 hours
Language: English

OfficeDesigner: A closer look at the
features and the codes behind it

The OfficeDesigner won the second prize on the Quest3D Awards 2008

Carsten Schonart from 3d-scapes.de will shortly introduce the project explaining its backgrounds and the clients targets.

The applications most significant features (e.g library, placing groups/objects) will be presented in detail.

Afterwards we will have a look at the codes behind it.


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Artur Brezgowy
Quest3D

www.quest3d.com

Duration: 1 hours
Language: English

Quest3D and Collada in practice

Artur Brzegowy from Act-3D will show how COLLADA importer works in practice.
Very common issues like: pivots importing, instancing, multi-texturing will be explained during this session.

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Michl Dacher
DACHER Design & Technik

www.desutec.de

Duration: 1 hour
Language: German

Creating a real-time walkthough using 3DS Max texture baking

With 3DS Max an interior space is created with windows, doors and furniture.

Materials are given texture coordinates, and light maps. This presentation is then exported to Quest3D where logic is added. As a result, we get a virtual walkthrough with collision detection.

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Peter Wuyts
See3D

www.see3d.be

Duration: 2 hours
Language: English

Quest3D Basics

During this hands-on workshop, Peter Wuyts will give a presentation covering the very basics of Quest3D.

A few of the covered topics are:

  • Quest3D in 3D projects, what can and cannot be done in Quest3D
  • The main sections in Quest3D
  • How do channels work
  • Quest3D logic, operators
  • Publishing

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Alvise Simondetti
Arup

www.arup.com

Duration: 1 hours
Language: English

Application of Realtime Virtual Design in the infrastructure sector

Virtual Design in the Architectural, Engineering and Construction industry is mostly applied to buildings; this presentation explores its novel application to infrastructure projects. Virtual Design refers here to the creation of a three-dimensional computer model to assess aspects of the design, construction and operations. Realtime allows non-technical users to freely explore the three-dimensional environment without the need for either specialised software or training.

 


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Remko Jacobs
Quest3D

www.quest3d.com

Duration: 1 hour
Language: English

Automation of your workflow

During this presentation-on workshop, Remko Jacobs will show how you can use automation to speed up development. The goal is to import COLLADA files into a general project setup.

The new CGR to OO functionality is used to convert the imported model into a Class. Having your objects as classes has several advantages. For example, you can filter surface names and automatically apply materials, glow or reflection effects. The general idea is that you spend some initial work on your rendering and import routines and then reuse that over and over in every project.

A few of the covered topics are:

  • COLLADA to OO asset pipeline
  • Filtering, tagging and converting imported data
  • Using generalized mechanisms for specialized rendering or functionality

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Remko Jacobs
Quest3D

www.quest3d.com

Duration: 1 hour
Language: English

Writing shaders in Quest3D 4.1+

During this presentation-on workshop, Remko Jacobs will show some of the new shading capabilities of Quest3D 4.1. This latest installment has more texture formats, global shaders and hardware instancing. In this presentation you will see different type of shaders in Quest3D and what effects you can achieve in the latest version.


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Daan Willems
3D Capacity

www.3dcapacity.nl

Duration: 1 hour
Language: English

The Moebius house - unveiling the villa

As a recent R&D project, 3D capacity created an interactive visualisation of the Moebius House designed by UNStudio. The project got an honorable mention on the Quest3D Awards 2008. Daan Willems will demonstrate its features and explain underlying techniques.
Special focus will be on the application of vertex colors for nature motion, shadow draping and radial bloom postprocessing.


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Jos van Ouwerkerk

3D Capacity

www.3dcapacity.nl

Duration: 1 hour
Language: English

The Moebius house - Sharp Shadowmap Encoding and Projective Water Rendering

As a recent R&D project, 3D capacity created an interactive visualisation of the Moebius House designed by UNStudio. The project
got an honorable mention on the Quest3D Awards 2008. Jos van Ouwerkerk will explain two of the more complex features in detail.
Sharp Shadowmap Encoding involves a method of encoding textures and a method for displaying them using shaders, bypassing the sharpness limits of textures. Projective Water Rendering offers many improvements in realism and performance of water rendering using the projected grid algorithm.

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Jochen Kranzer
Ovos Realtime 3D Gmbh

www.ovos.at

Duration: 1 hour
Language: English

The Quest3D knowledge base

A recent and remarkable Quest3D community initiative is the Quest3D knowledge base, managed by Ovos Realtime 3D. The Quest3D knowledge base will become part of the Quest3D main website and Jochen Kranzer will give a presentation of the most valuable knowledge base articles.

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Arthur Roodenburg
Quest3D

www.quest3d.com

Duration: 1 hour
Language: English

Quest3D OO design in practice

Using a practical example, Arthur Roodenburg will step through the design of an OO Quest3D application. He will do this by showing a Quest3D version of the game "Asteroids", which was made by a student that wanted to learn about OO development in Quest3D. The workshop is valuable for those who know the basics of OO (interfaces, classes, inheritance) and want to get prepared for applying design methods, such as UML.


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Patrick Bakker
Ivory Lake

www.ivorylake.com

Duration 1 hour
Language: English

Tile based scene management in Quest3D 4

Patrick Bakker will explain how to implement Tile Based Scene Management in Quest3D. With the correct usage of the OO system and TBSM, it is possible to create large scenes with Quest3D. The presentation, a practical example, shows how to implement this system.

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Jean-Paul Franssen
Ivory Lake

www.ivorylake.com

Duration 1 hour
Language: English

Creating OO GUI systems in Quest3D

In this session, Jean-Paul will provide guidelines en examples on developing object oriented GUI systems in Quest3D 4. He will explain how to work with the GUI Channels, the OO system and custom drawings to create easy to use graphical interfaces for end-users.

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Henning Schumm
Nemation

www.nemation.de

Duration 1 hour
Language: English

Channel Coding for Non C++ Programmers

This presentation shows how to create a channel with the Quest3D SDK and integrate external libraries with Quest3D.

Topics covered are:

  • Setting up a Wii Channel
  • Integrating external libraries via UDP
  • Connecting the AR-toolkit to Quest3D and set up a marker tracking

Goal of the presentation is to explain the basics of channel coding to people with just a little knowledge of programming. Especially interesting for people who want to know the possibilities of the SDK without being a hardcore C++ programmer.


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Jannis Singh
Weltenbauer

www.weltenbauer.com

Duration 1 hours
Language: German and English

Aspects of a graphics production pipeline in Quest3D

Starting with concept art, Jannis will show how to develop a graphics pipeline in Quest3D. Parts are the development of scenery with Maya or 3ds Max and the rules you have to follow to implement it effectively in Quest3D. The session covers Painting for Concept Art, Sculpting with Mudbox, Modelling and Lightbaking with Maya and 3ds Max, Character Animation with MotionBuilder and Film Generation with Combustion.


 

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