RE: [Algorithms] The Totality Engine
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From: Blake S. <bse...@ro...> - 2001-03-29 19:30:43
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One possibility, which I've seen used in modeling programs, but requires at least a P3 700+ machine for at least 30 fps: A triple buffered hardware/software rendering hybrid. Use the hardware to render the environment, grab the image & zbuffers. The environment may be composed of multiple individual renders and buffer grabs. Use the hardware to render dynamic models, grab the image & zbuffers. Use image based rendering to composite the environment parts and the dynamic models in software. Bada bang! Infinite polygon worlds. The end result is probably not triple buffered, but that is what the general technique is called when in programs like Max or Poser you start draging a single model's parts from a scene that has tons of geometry in it. -Blake > -----Original Message----- > From: Jamie Fowlston [mailto:jfo...@re...] > Sent: Thursday, March 29, 2001 11:00 AM > To: 'gda...@li...' > Subject: RE: [Algorithms] The Totality Engine > > > Interesting. Have you seen stuff running which is significantly higher > quality than the website screenshots? How much popping was there? > > I'm wondering whether or not the drabness actually hides some neat > tricks.... > > Jamie > > > -----Original Message----- > From: Tom Nuydens [mailto:del...@ga...] > Sent: 29 March 2001 19:37 > To: gda...@li... > Subject: RE: [Algorithms] The Totality Engine > > > Sorry, but I've seen their engine run and it really works - > with _arbitrary_ > meshes, even (i.e. not the same square building repeated 5000 > times). It > runs in real-time on _today's_ hardware. > > Unfortunately, I don't have a clue about how it works, > because they wouldn't > let me move around in wireframe mode :-( > > I would, however, guess that the wireframe shot that Andrew > Grant and others > have referred to was a wireframe rendering of the > full-resolution geometry, > and _not_ the geometry that actually gets rendered in-game. > > - Tom > > > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...]On > Behalf Of Tom > > Forsyth > > Sent: Thursday, March 29, 2001 19:43 > > To: gda...@li... > > Subject: RE: [Algorithms] The Totality Engine > > > > > > Yes, those are the shots that are definately _not_ realtime. Not > > at that tri > > count. And I think those shots are at least a year old, so > we're not even > > talking unreleased hardware. > > > > Tom Forsyth - Muckyfoot bloke. > > > > What's he up to now (and in the past)? > > http://www.muckyfoot.com/startopia/camgal.html > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > -Virus scanned and cleared ok > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |