RE: [Algorithms] Massive spaces
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From: Akbar A. <sye...@ea...> - 2000-08-21 02:03:38
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>I think the idea seems very far-fetched in general the development studio lionhead with there title "Black and White" are probably facing some of these same problems. here's a preview of the game that i found while searching for the studios name ;) http://pc.ign.com/previews/3897.html peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Scott Justin Shumaker Sent: Sunday, August 20, 2000 8:47 PM To: gda...@li... Subject: Re: [Algorithms] Massive spaces Obviously, you'll need to use some kind of LOD. There's no way you can even handle a single city with that kind of detail if all is being displayed at once. If you look up at the sun from earth, you only see a glowing yellow-orange ball (well, last time I checked, I don't get out much) ;). You don't need to actually model the detail from the range you're at. Although, the amount of data that needs to be generated to give that kind of detail will probably entail dynamic, on-the-fly detail, since there's no way you could store even a single, say, statue or piece of sculpture, with 1/10000 meter resolution (take a look at the Digital Michaelangelo project for an idea of the undertaking). To tell you the truth, I think the idea seems very far-fetched in general, but that's just my $.02. :) -- Scott Shumaker sjs...@um... On Mon, 21 Aug 2000, Sam Kuhn wrote: > Hey, > > I've got a little mind game for you lot. > > Say you needed to render an entire solar system, in which you can zoom down to a planet surface and see detail of about 1/100000 meter, or shoot over to the sun and see the same sort of detail. There are a couple of immediate problems: > > You would need need an enormous view volume (what say 20 lightyears big) which gives an appauling zbuffer resolution. > So whats are you to do? Render the distant objects closer than they actually are (i.e. at the far end of a planet-sized view volume) and scale them down accordingly?. This surely would give incorrect parralax between the distant objects > > Also you need the planets to be of enormous size so that the front clipping plane doesn't cut through the planets fine detail when you are in very close (lets say an ant view for example). Which again buggers the zbuffer, since you're using a planet sized view volume. > > Any ideas? > > Regards, > > Sam. > > > _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |