Subject:
|
Re: Seemingly insane poly counts in official games - how?
|
Newsgroups:
|
lugnet.cad
|
Date:
|
Wed, 22 Jun 2005 17:08:21 GMT
|
Viewed:
|
2010 times
|
| |
| |
In lugnet.cad, Steve Bliss wrote:
|
In lugnet.cad, Tim McSweeney wrote:
|
In theory it should be possible (although not necessarily easy) to do some
of this automatically for Ldraw models.
In practice however the hairiness of the Ldraw dataset (BFC issues and the
fact that parts werent authored with this sort of brutality in mind) make
it much more difficult than it should be.
|
One way to do this would be project rays through a model, selecting rays with
random angles. Keep track of which polygons in the model initially (and
finally) intersect the ray -- these polygons are visible. Repeat this
process for enough rays, and youll have a (fairly accurate) list of visible
polygons. All other polygons arent visible and can be eliminated.
This process probably wouldnt be fast enough for interactive programs -- but
preprocessing a fixed-model for use in a game would be very do-able.
|
Yeah, I considered that, The other way I thought of doing it is to create some
sort of projection volume for each tri (Basically the halfspace stretching from
the front face of the tri out to infinity), then clip that by the other tris in
the scene. If after doing the whole list part of the original volume still
reaches to infinity then that tri would be visible from outside the model.
All theory though.
Tim.
|
|
Message has 2 Replies: | | Re: Seemingly insane poly counts in official games - how?
|
| If you were to couple those routines with the script available here, and Blender's power: (2 URLs) You would have a relatively easy way to make CG Lego sequences. It could lead to some really cool stuff, perhaps more things in the vein of the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
| | | Re: Seemingly insane poly counts in official games - how?
|
| I am wondering whether you could do this: Pass a plane through a model along the X axis. Keep track of which polys intersect the plane. If these intersections then intersect with each other, they will form 2D shapes on the plane. If any of these (...) (19 years ago, 7-Jul-05, to lugnet.cad)
|
Message is in Reply To:
| | Re: Seemingly insane poly counts in official games - how?
|
| (...) One way to do this would be project rays through a model, selecting rays with random angles. Keep track of which polygons in the model initially (and finally) intersect the ray -- these polygons are visible. Repeat this process for enough (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
|
17 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
This Message and its Replies on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|