RE: [Algorithms] Unattainable effects?
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From: Tom F. <to...@mu...> - 2000-08-30 14:53:03
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If you do oversaturate well, you can actually get the user to squint, blink and look away, especially if they are concentrating on the game (nice big CRT, fairly dark room, etc - exactly the situation that a real gamer likes). The point being that the retina oversaturates as well, and the brain is well-trained to very quickly make the connection "I see oversaturation"->"squint before your eyes sizzle". The fact that everything has turned into white because the app/CRT is doing it doesn't change the fact that the brain is seeing oversaturation, and the only place it normally sees it is in bright daylight - we're not really evolved to look at limited-gamut objects, so any oversaturation is assumed to be in the retina. I have certainly experienced this in flight sims that saturate to white + big white lens-flare. But then maybe I just don't get out enough :-) Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Pallister, Kim [mailto:kim...@in...] > Sent: 30 August 2000 15:32 > To: gda...@li... > Subject: RE: [Algorithms] Unattainable effects? > > > 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 > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |