RE: [Algorithms] Massive spaces
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From: Graham S. R. <gr...@se...> - 2000-08-21 14:35:26
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Sam, You should *definitely* look at the Hayden Planetarium work, done by See this link: http://www.sgi.com/features/2000/feb/hayden/ I've seen this application running, at SIGGRAPH 99. It is *really* impressive. It is similar to what you're talking about, but it models the entire galaxy not just a solar system. And it doesn't let you zoom in and see the surface details of a planet. (You can fly through volumetric nebulae, though, and zoom in to see how constellations look in 3D.) Graphics-wise, consumer gaming hardware is coming darned close to the capability of the 7-graphics-pipe Onyx2 system they use (with a capability of a maximum of 70 million polys/second), but they do have 28 processors to generate stars, stream textures from disk, etc. 1/100000 meter? Whoa. You'd want an awesome amount of texture storage, very very fast disk access, and smooth, seamless texture zooming/mipmapping/cliptexturing. Graham Rhodes -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Sam Kuhn Sent: Sunday, August 20, 2000 9:33 PM To: gda...@li... Subject: [Algorithms] Massive spaces 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. |