On 2016/11/02 12:12 AM, clipka wrote:
> Am 01.11.2016 um 20:32 schrieb Nekar Xenos:>>> I saw this one recently:>> https://youtu.be/F6MaZE9cU_c>>>> I came to the conclusion that there is no real-time lighting. Maybe I'm>> wrong about that but the over exposed look reminds me of games from the>> 90's>> Not surprising, given that their approach is so different from the> well-trodden path of mesh-based rendering that they have to re-invent> each and every wheel virtually from scratch.>
It would be nice if the reinvention of realtime lighting led for their
system led to a faster more realistic realtime raytracing system. But I
doubt it because you don't have face directions any more if I understand
it correctly.
--
________________________________________
-Nekar Xenos-
From: Mike Horvath
Subject: Re: Euclidean infinite detail
Date: 2 Nov 2016 00:47:56
Message: <58196ffc$1@news.povray.org>
On 11/1/2016 3:32 PM, Nekar Xenos wrote:
> I saw this one recently:> https://youtu.be/F6MaZE9cU_c
It's interesting that those "holograms" work for everyone in the room,
including the cameraman videotaping the experience.
Mike
From: scott
Subject: Re: Euclidean infinite detail
Date: 2 Nov 2016 04:01:39
Message: <58199d63$1@news.povray.org>
> It would be nice if the reinvention of realtime lighting led for their> system led to a faster more realistic realtime raytracing system. But I> doubt it because you don't have face directions any more if I understand> it correctly.
I think it mentioned normals somewhere in the patent. Maybe they are
pre-computed by sampling surrounding points when they build the oct-tree.
From: scott
Subject: Re: Euclidean infinite detail
Date: 2 Nov 2016 04:04:43
Message: <58199e1b$1@news.povray.org>
>> I saw this one recently:>> https://youtu.be/F6MaZE9cU_c>> It's interesting that those "holograms" work for everyone in the room,> including the cameraman videotaping the experience.
Well we can't be sure it works for anyone other than the cameraman :-)