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This is the result of trying the technique at
http://www.imagecels.com/im04004.html#top1 (How to Do It section)
The crowd here consists of 50 randomly positioned double polygons, in
the same fashion as in lots of computer games. And yes - it works, as
long as you don't get too close as this example demonstrates.
----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
Personal home page:
http://www.studenter.hb.se/~arch
E-mail:
Mik### [at] ida utb hb se
Post a reply to this message
Attachments:
Download '2d_3d.jpg' (51 KB)
Preview of image '2d_3d.jpg'

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Btw, it just hit me how funny it would look if someone did a boids animation
with these type of objects...
:)
----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
Personal home page:
http://www.studenter.hb.se/~arch
E-mail:
Mik### [at] ida utb hb se
Post a reply to this message
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Neat concept. If animated then it might appear somewhat like stop-action
animation of real-life people.
Bob
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They look like card board post ups...?
Mikael Carneholm wrote:
> This is the result of trying the technique at
>
> http://www.imagecels.com/im04004.html#top1 (How to Do It section)
>
> The crowd here consists of 50 randomly positioned double polygons, in
> the same fashion as in lots of computer games. And yes - it works, as
> long as you don't get too close as this example demonstrates.
>
> ----------------------------------------------------
> Mikael Carneholm
> Dep. of Computer Science and Business Administration
>
> Personal home page:
> http://www.studenter.hb.se/~arch
> E-mail:
> Mik### [at] ida utb hb se
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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> The crowd here consists of 50 randomly positioned double polygons, in
> the same fashion as in lots of computer games. And yes - it works, as
> long as you don't get too close as this example demonstrates.
Cardboard cutouts! Looks like some kind of sci-fi convention. They have those
all over the place...
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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Pretty cool. I see this implemented rather poorly in Tomb Raider (ok, I'm
several years behind in gaming, I know, I know). My Grasspatch.inc file can
randomly distribute these guys in a few different ways as well.
Mikael Carneholm wrote:
> This is the result of trying the technique at
>
> http://www.imagecels.com/im04004.html#top1 (How to Do It section)
>
> The crowd here consists of 50 randomly positioned double polygons, in
> the same fashion as in lots of computer games. And yes - it works, as
> long as you don't get too close as this example demonstrates.
>
> ----------------------------------------------------
> Mikael Carneholm
> Dep. of Computer Science and Business Administration
>
> Personal home page:
> http://www.studenter.hb.se/~arch
> E-mail:
> Mik### [at] ida utb hb se
>
> ------------------------------------------------------------------------
> [Image]
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
Post a reply to this message
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Is every people made of 2 perpendicular images? An idea for improving this
(with the MegaPov): make these two perpendicular images no_image &
no_reflection and add one with no_shadow oriented correctly towards the
camera. Beware of reflections.
Philippe
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Mikael Carneholm wrote in message <38948DCB.769B9712@ida.utb.hb.se>...
>This is the result of trying the technique
Why don't you just call a spade a spade?
Technique? Not.
Product. Yes.
Peter Warren
war### [at] hotmail com
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Peter Warren wrote:
>
> Why don't you just call a spade a spade?
>
Because it's a hammer? :)
----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
Personal home page:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] ida utb hb se
Post a reply to this message
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