Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!uwm.edu!bionet!hayes.ims.alaska.edu!raven.alaska.edu!milton!hlab From: lance@motcsd.csd.mot.com (lance.norskog) Newsgroups: sci.virtual-worlds Subject: Re: Real-time raytrace and some related "ramblings" Message-ID: <1991May31.040232.26702@milton.u.washington.edu> Date: 31 May 91 00:18:42 GMT References: <1991May13.193721.5473@milton.u.washington.edu> <1991May14. Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: Motorola CSD, Cupertino CA Lines: 44 Approved: cyberoid@milton.u.washington.edu You're right, I misspoke myself. I meant to say that ray-tracing is inherently scan-line-first, whereas radiosity is inherently object-first. For VR, ray-tracing is useless because you can't compute anything up-front and then re-use it. You want to precompute as viewpoint-independent information much as possible, then recycle it from the current viewpoint. Maintaining BSP trees of unchanging objects has this effect, and radiositizing immovable unchanging objects My application (5D, a 3D real-time multi-media window system) is not intended for making movie special effects or falsifying evidence, so I don't give a damn about realism. I want to create a new interactive medium for information presentation and manipulation. The scene can be abstract instead of physical objects, with the 3D effect used to convey relationships between those objects. Shading is useful for reinforcing the 3D effect, and helping your visual system build a 3D map from a scene. If stuff closer to you is more important, that's a form of intellectual depth-cuing. The problem with making all polygons less than a pixel is that they can all be varying distances from the viewpoint. So, I'm supposed to make them all smaller than a pixel from (say) 6 inches away in world space, because maybe someday I'll get that close? That's a lot of polygons! Reyes-style micropolygonization is really not a feasible strategy for VR. What just popped into my head is to do shaded polygons with a light source and an ambient value, with one batch of math doing both the viewpoint transform and the normal transform intertwingled. GG1 has a gem on how to do this. I'm doing this on a 486 with VGA, and reports are that my FP will grossly outstrip my video bandwidth. This may be feasible cheap shading. Lance Note use of the word "interwingled": the new edition of Computer Lib/Dream Machines is my current breakfast book. I highly recommend it to computer dreamers.