Eric Lengyel

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Eric Lengyel is a computer scientist specializing in game engine development, computer graphics, and geometric algebra. He holds a Ph.D. in computer science from the University of California, Davis and a master's degree in mathematics from Virginia Tech.

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Lengyel is an expert in font rendering technology for 3D applications and is the inventor of the Slug font rendering algorithm, which allows glyphs to be rendered directly from outline data on the GPU with full resolution independence. [1] Lengyel is also the inventor of the Transvoxel algorithm, which is used to seamlessly join multiresolution voxel data at boundaries between different levels of detail that have been triangulated with the Marching cubes algorithm. [2]

Among his many written contributions to the field of game development, Lengyel is the author of the four-volume book series Foundations of Game Engine Development. The first volume, [3] covering the mathematics of game engines, was published in 2016 and is now known for its unique treatment of Grassmann algebra. The second volume, [4] covering a wide range of rendering topics, was published in 2019. Lengyel is also the author of the textbook Mathematics for 3D Game Programming and Computer Graphics [5] and the editor for the three-volume Game Engine Gems book series. [6] [7] [8]

Lengyel founded Terathon Software in 2000 and is currently President and Chief Technology Officer at the company, where he leads development of the C4 Engine. He has previously worked in the advanced technology group at Naughty Dog, and before that was the lead programmer for the fifth installment of Sierra's popular RPG adventure series Quest for Glory . In addition to the C4 Engine, Lengyel is the creator of the Open Data Description Language (OpenDDL) and the Open Game Engine Exchange (OpenGEX) file format. [9]

Lengyel is originally from Reynoldsburg, Ohio, but now lives in Lincoln, California. He is a cousin of current Ohioan and "Evolution of Dance" creator Judson Laipply.

Games

Eric Lengyel is credited on the following games:

Patents

Eric Lengyel is the primary inventor on the following patents:

Related Research Articles

<span class="mw-page-title-main">Rendering (computer graphics)</span> Process of generating an image from a model

Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.

<span class="mw-page-title-main">Bump mapping</span> Texturing technique for bumps/wrinkles in computer graphics

Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978.

<span class="mw-page-title-main">Graphics processing unit</span> Specialized electronic circuit; graphics accelerator

A graphics processing unit (GPU) is a specialized electronic circuit initially designed to accelerate computer graphics and image processing. After their initial design, GPUs were found to be useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. Other non-graphical uses include the training of neural networks and cryptocurrency mining.

<span class="mw-page-title-main">Volume rendering</span> Representing a 3D-modeled object or dataset as a 2D projection

In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.

A computer font is implemented as a digital data file containing a set of graphically related glyphs. A computer font is designed and created using a font editor. A computer font specifically designed for the computer screen, and not for printing, is a screen font.

<span class="mw-page-title-main">Real-time computer graphics</span> Sub-field of computer graphics

Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.

A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", "matrix", "color" and "normal".

Windows Presentation Foundation (WPF) is a free and open-source graphical subsystem originally developed by Microsoft for rendering user interfaces in Windows-based applications. WPF, previously known as "Avalon", was initially released as part of .NET Framework 3.0 in 2006. WPF uses DirectX and attempts to provide a consistent programming model for building applications. It separates the user interface from business logic, and resembles similar XML-oriented object models, such as those implemented in XUL and SVG.

Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.

Volume ray casting, sometimes called volumetric ray casting, volumetric ray tracing, or volume ray marching, is an image-based volume rendering technique. It computes 2D images from 3D volumetric data sets. Volume ray casting, which processes volume data, must not be mistaken with ray casting in the sense used in ray tracing, which processes surface data. In the volumetric variant, the computation doesn't stop at the surface but "pushes through" the object, sampling the object along the ray. Unlike ray tracing, volume ray casting does not spawn secondary rays. When the context/application is clear, some authors simply call it ray casting. Because ray marching does not necessarily require an exact solution to ray intersection and collisions, it is suitable for real time computing for many applications for which ray tracing is unsuitable.

<span class="mw-page-title-main">C4 Engine</span> Proprietary computer game engine developed by Terathon Software

The C4 Engine is a proprietary computer game engine developed by Terathon Software that is used to create 3D games and other types of interactive virtual simulations for PlayStation 5, PlayStation 4, PlayStation 3, Windows, Mac OS X, Linux, and iOS.

<span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

<span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

Computer graphics deals with by generating images and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

In the study of geometric algebras, a k-blade or a simple k-vector is a generalization of the concept of scalars and vectors to include simple bivectors, trivectors, etc. Specifically, a k-blade is a k-vector that can be expressed as the exterior product of 1-vectors, and is of gradek.

<span class="mw-page-title-main">Away3D</span>

Away3D is an open-source platform for developing interactive 3D graphics for video games and applications, in Adobe Flash or HTML5. The platform consists of a 3D world editor, a 3D graphics engine, a 3D physics engine and a compressed 3D model file format (AWD).

Papervision3D is an open-source, 3D graphics engine for rendering 3D content within Adobe Flash Player and Adobe AIR.

Stage3D is an Adobe Flash Player API for rendering interactive 3D graphics with GPU-acceleration, within Flash games and applications. Flash Player or AIR applications written in ActionScript 3 may use Stage3D to render 3D graphics, and such applications run natively on Windows, Mac OS X, Linux, Apple iOS and Google Android. Stage3D is similar in purpose and design to WebGL.

An antivector is an element of grade n − 1 in an n-dimensional exterior algebra. An antivector is always a blade, and it gets its name from the fact that its components each involve a combination of all except one basis vector, thus being the opposite of a vector whose components each involve exactly one basis vector. Like a vector, an antivector has n components in n-dimensional space, and this sometimes leads to an inadequate distinction being made between the two types of entities. However, antivectors transform differently with a change of basis than vectors do, which shows that they are different kinds of quantities.

Wolfgang Engel is a videogame designer. He is the founder and CEO of Confetti. Previously he also worked as the Lead Graphics Programmer for Rockstar Games. He is also the founder and editor of ShaderX and GPU books series.

References

  1. Lengyel, Eric (June 2017). "GPU-Centered Font Rendering Directly from Glyph Outlines". Journal of Computer Graphics Techniques. 6 (2): 31–47.
  2. Lengyel, Eric (April 2011). "Transition Cells for Dynamic Multiresolution Marching Cubes". Journal of Graphics, GPU, and Game Tools. 15 (2): 99–122. doi:10.1080/2151237X.2011.563682. S2CID   522573.
  3. Lengyel, Eric (September 2016). Foundations of Game Engine Development, Volume 1: Mathematics. Terathon Software LLC. ISBN   978-0-9858117-4-7.
  4. Lengyel, Eric (July 2019). Foundations of Game Engine Development, Volume 2: Rendering. Terathon Software LLC. ISBN   978-0-9858117-5-4.
  5. Lengyel, Eric (2012). Mathematics for 3D Game Programming and Computer Graphics, 3rd ed. Cengage Learning. ISBN   978-1-4354-5886-4.
  6. Lengyel, Eric (2011). Game Engine Gems 1. Jones and Bartlett. ISBN   978-0-7637-7888-0.
  7. Lengyel, Eric (2011). Game Engine Gems 2. A K Peters. ISBN   978-1-56881-437-7.
  8. Lengyel, Eric (2016). Game Engine Gems 3. A K Peters. ISBN   978-1-4987-5565-8.
  9. Lengyel, Eric (2017). Open Game Engine Exchange Specification, Version 2.0. Terathon Software LLC. ISBN   978-0-9858117-9-2.