RE: [Algorithms] More Generative Modeling
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From: Matthew N. <Ma...@re...> - 2001-12-12 11:09:47
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I think you rather misrepresent people's opinions on the polygon vs. = non-polygon modelling issue in your mail to Dieter. > -----Original Message----- > From: Neil McLaughlin [mailto:bi...@me...] > Sent: 12 December 2001 08:46 > To: Algorithms > Subject: [Algorithms] More Generative Modeling [snip] > > However these ideas have not gained popularity in the video=20 > game area, > which covers consoles and > > accelerator cards. I could have used your expertise on=20 > our newsgroup as > I argued that eventually we'll > > have hardware that supports a non-polygonal approach to=20 > rendering - they > all laughed at me! >=20 > > One quote from them: 'Compact descriptions of reality don't exist'. > > Or 'We love polygons and we choose them over any other method'. The quote 'Compact descriptions of reality don't exist' did come from = the discussion and I would still argue that it is true but no one ever = said 'We love polygons and we choose them over any other method' - = certainly not in those exact words and I don't think anyone said = anything to indicate that that was their opinion either. I also think it = is a misrepresentation to say that 'they all laughed at me!' - I only = saw polite, reasoned arguments from smart people explaining why they = disagreed with your opinion. I don't think anyone was laughing at you. I also don't think the main thrust of the argument revolved around the = potential for future hardware acceleration of non-polygon based = rendering. We're already seeing hardware support from ATI and nVidia for = various kinds of patches / curved surfaces and as current cards are = catching up with the state of the art in terms of polygonal renderer = features I would expect to see more non-polygonal acceleration in the = future as manufacturers attempt to differentiate their products from the = competition. The main point I think is that *current* hardware doesn't = support non-polygon approaches well and as a result they are not very = good choices for commercial games that are aimed at today's state of the = art hardware. Matt. |