Abstract

Three-dimensional game requires a faster, simpler file format. In the article it introduces the definition and the format of the MD3 model file and the loading process is discussed in detail. It also describes the definitions and format of the MD3 model file that the Quake 3 engine uses. And through the development process of a virtual role in the movement controlling platform to demonstrates how to load MD3 file in the game and to achieve the animation control. For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan's smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.

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