I found this great set of photos of living root bridges which are some inspirational scenes for the challenges of dense foilage/geometry in graphics. I look forward to the day these could be digitally voxelized with 3D camera techniques and put into a game.
Friday, November 6, 2009
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This would require a (1)realtime raytracer with (2)implicit surface objects (like metaballs or such) and (3) a recursively subdividable voxel object into which (2) can be drawn and then traced, that is, a modification of the tracer presented here:
http://www.youtube.com/user/xenopusRTRT
http://ompf.org/forum/viewtopic.php?f=4&t=1531
There are scenes like this where I live, and my goal is to put something like this into a game project I'm working on (have lots of photos of similar, but not quite as cool as these you've found). I loved your article on GDJ, although frankly much of the terminology is outside of my area of expertise! Mahalo for such an excellent article...
ThinkingMan - thanks!
SR - implicit surface objects are certainly a route to take when modelling complex plants, but that doesn't have to be the runtime representation - it could be converted to voxels offline. (although voxel animation is still unachieved, as far as i know)
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