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To see this as wavelets in a simple case such as the lowres cube map,
imagine a 1D wave for each face on each voxel.
Then you have a 2D grid of waves running from top to bottom, another from
left to right and another from front to back.
This would be for a monochrome image, so multiply by 3 to encode the HLS
values.
Daniel Matthews wrote:
> 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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