RE: [Algorithms] Unattainable effects?
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From: Pallister, K. <kim...@in...> - 2000-08-30 14:31:47
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Well, performance limitations get overcome, but there are some 'hard limits' of the display technology (and input devices, etc, for that matter). You can gamma-correct and add lens flares to your hearts content, but you are not going to get the user to squint and sheild his eyes with his hands, not on a CRT anyway. I think that's what they meant. That being said, I think the gamma-correct-overexpose-when-emerging-to-daylight type tricks are cool. As with flight sims fading to black when you pull too many G's, it gets the point across. Kim Pallister We will find a way or we will make one. - Hannibal > -----Original Message----- > From: Michael S. Harrison [mailto:mic...@ud...] > Sent: Friday, August 25, 2000 12:06 PM > To: gda...@li... > Subject: [Algorithms] Unattainable effects? > > > > "...it may be hopeless to simulate them realistically on a > computer screen" > > b**lsh*t > > :-) > > And there will never be more than five computers in the > entire world. (check your computer history if you don't > recognize that statement). > > I completely agree with you that the effects you mention are > important to realistic simulation of our world, and they will > be possible someday. With the way that technology is > progressing, that day may not be more than a few years (decade?) away. > > It's possible to do those effects now, as long as you don't > want interactive frame rates. The frame rates will continue > to go up though, and with them, the effects to bring the > rates right back down. :-) > > At 10:22 AM 8/25/00, you wrote: > > >The more I look at real outdoor environments (eg. life) the > >more I feel that it may be hopeless to simulate them realistically > >on a computer screen. The problem is the sun. The sun is so > >bright, and so strongly affects our experience outdoors, that you > >can't make a realistic outdoor enviroment without a blindingly > >bright sun, sharp specular reflections on water and cars, etc. > >These are very bright, very high frequency effects that are very > >very hard to model. Also, back-lighting by the sun, such as the > >halo around an opaque object, or the glow of the sun through a > >tree's leaves (take a look at that, it's amazing, and happens > >quite often). > > > >IMHO this is orders of magnitude more important to visual realism > >than radiosity on landscapes. Diffuse lighting looks reasonable > >with just the parrallel light from the sun (properly shadowed, > >of course, perhaps with a slower-than-Lambertian angle dependence) > >and ambient. > > > >------------------------------------------------------- > >Charles Bloom cb...@cb... http://www.cbloom.com > > > >_______________________________________________ > >GDAlgorithms-list mailing list > >GDA...@li... > >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |