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Each voxel is a spherical map (possible very low res)
The lowest res would be a six sided shape with each side having 16 bit
vales for RGB or HLS. LOD would determine the map size?
The rendered view is an interpolation between these values, which are
chosen from the map points that are facing the camera, with the values of
the map been interpolated too, based on the normal of the map values
relative to the camera. i.e. a cube map would have three sides facing the
camera most of the time so the resulting value will be a mix of the three.
Lutz-Peter Hooge wrote:
> In article <141### [at] 3-enet>, dan### [at] 3-enet says...
>
>> I often wonder what it would be like to wander/look around inside some of
>> the first class work on from the IRTC.
>>
>> Think of it as extreme POV-VRML
>
> What about the camera-location-dependent features: reflections,
> refractions, highlights...
>
> You can't precalculate and store them all (you would have to this for
> every possible camera location) and you can't recalculate them later
> on-the-fly.
>
> Lutz-Peter
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