[Papervision3D] Perspective texturing, level of details and mouse interaction
Rob Bateman
rob.bateman at gmail.com
Mon Mar 26 17:26:36 EST 2007
First of all can i just say how impressed i am with the demo. Exactly what
has been asked for a few times on this list now, and brilliantly executed as
well.
With pleasantries out of the way i have a suggestion :). The bisecting most
distorted edge examples could benefit from using the displacement map filter
to smooth out the final imperfections rather than upping the triangle count.
I would bet that the processing overhead for the displacement map would be
less than the alternative, although i'm basing this on nothing more than my
own experience with it - but bearing in mind it can achieve linear
displacement for up to 128 pixels in any direction, it would easily be able
to smooth out a distortion correction with a threshold of say 8 pixels while
keeping the triangle count to a minimum.
does anyone think this is worth pursuing, or am i way off? If alexander's
algorithm can already calculate what the distortion will be in the triangle,
it may be relatively easy to create a correcting displacement map that can
be applied as one to a whole scene...
Rob
On 3/26/07, Gedeon Stol <mr.stol at gmail.com> wrote:
>
> No, this patent is not valid within the EU borders when used as or in
> "Computer implemented inventions" a.k.a. very cool software like PV3D.
>
> Source: See article 52 of the European Patent Convention.
>
> On 3/26/07, joa e. <j at je2050.de> wrote:
> >
> http://www.google.com/patents?vid=USPAT6940505&id=KpMVAAAAEBAJ&dq=6940505
> >
> > Is this interfering with us in any way?
> >
> > Alexander Zadorozhny schrieb:
> > > Thanks for all your comments!
> > >
> > > I had much fun creating that demo, and I'm very glad you enjoyed it
> too.
> > > Your appreciation is really inspiring!
> > >
> > > Creative Dude,
> > > Regarding slide with level-of-detail following the mouse movement, I
> > > doubt that texturing it in its current state would result in anything
> > > worthwhile, it's not the quality you'd notice under mouse, but
> > > distortions away from it.
> > > On the other hand, it may be possible to combine default texturing
> > > with addtional tesselation in some areas for special visaul effects,
> > > maybe glare or something. I'll try to include something useful on this
> > > topic in the next demo.
> > >
> > > Alexander
> > >
> > > On 3/26/07, Ralph Hauwert <r.hauwert at gmail.com> wrote:
> > >
> > >> Alexander,
> > >>
> > >> That's awesome work you've added. I have been looking at LOD at
> > >> texture level, not geometry level, and I would love to discuss some
> > >> things with you. I'm very busy with a work project today, but I hope
> > >> to come back with a longer email later this week.
> > >>
> > >> Regards,
> > >> Ralph.
> > >>
> > >> On 3/26/07, Creative Dude <creative.dude at gmail.com> wrote:
> > >>
> > >>>
> > >>>
> > >>> Alexander, that's an amazing demo! Very clear articulation of your
> > >>> algorithmic approaches, and to me who hasn't yet played with PV3D
> enough
> > >>>
> > >> to
> > >>
> > >>> know its texture and performance/level-of-detail limitations, your
> demo
> > >>>
> > >> was
> > >>
> > >>> very enlightening! Even though, I'm not able to contribute in that
> way to
> > >>> PV3D I am quite thankful for your work and hope that Carlos and the
> team
> > >>> utilizes your progress in the source. On my PC I was indeed seeing
> > >>> significant fps increases with the approaches you demonstrated. I
> > >>> especially was impressed with the level-of detail following the
> mouse
> > >>> movement (and would like to see an example with a higher-res texture
> on
> > >>> those triangles which follow the mouse as I think that the
> interactivity
> > >>>
> > >> of
> > >>
> > >>> PV3D and ability to make immersive 3D UIs will be what makes it
> really
> > >>>
> > >> take
> > >>
> > >>> off. Thanks again for the clear demo!
> > >>>
> > >>>
> > >>>
> > >>> baz
> > >>>
> > >>>
> > >>>
> > >>> ________________________________
> > >>>
> > >>>
> > >>> From: Papervision3D-bounces at osflash.org
> > >>> [mailto:Papervision3D-bounces at osflash.org] On Behalf Of
> > >>> Carlos Ulloa
> > >>> Sent: Monday, March 26, 2007 7:26 PM
> > >>> To: Papervision3D at osflash.org
> > >>> Subject: Re: [Papervision3D] Perspective texturing,level of details
> and
> > >>> mouse interaction
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> Very impressive Alexander. We plan to look into this sometime in the
> > >>>
> > >> future,
> > >>
> > >>> but looking at your progress, maybe we can try to make an auto
> > >>>
> > >> tessellating
> > >>
> > >>> plane and start playing with it.
> > >>>
> > >>> Good job.
> > >>>
> > >>> C4RL05
> > >>> // noventaynueve.com
> > >>> // papervision3d.org
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> On 25/03/07, Alexander Zadorozhny <alexander.zadorozhny at gmail.com>
> wrote:
> > >>>
> > >>> Hi all!
> > >>>
> > >>> Three weeks ago I started developing simple board-game in flash,
> > >>> originally meant to be 2D (originally I started it earlier in
> > >>> javascript), but later I learned about Sandy and Papervision3d, and
> > >>> decided to bring third dimention in my game. I chose Papervision,
> > >>> primarly because of AS3 sources. Being totally new to flash I
> didn't
> > >>> want to learn AS2 when newer version of language was available.
> > >>>
> > >>> As many in this list soon I stumbled upon non-perspective texture
> > >>> mapping and went on some research on this point that resulted in
> > >>> following demo:
> > >>> http://away.kiev.ua/flash/quarterplane/QuarterPlaneDemo.html
> > >>> Briefly, I ended with an algorithm that allows specifying quality
> of
> > >>> texturing with maximum allowed texture distortion from "right"
> > >>> texturing. Specifying 1 pixel margin results in rendering each
> pixel
> > >>> not farther than 1 pixel from position it would be rendered with
> true
> > >>> perspective texturing - in fact looks pretty good.
> > >>>
> > >>> Among other things I missed badly in Papervision was ability to
> > >>> determinate the object under mouse cursor - that forced me make
> some
> > >>> changes in rendering process, namely I allowed to parametrize
> > >>> rendering process with an user callback object, that decides what
> > >>> objects to draw and what triangles draw, discard or tessellate. So
> I
> > >>> can start rendering, discard all triangles but check if triangle
> > >>> contains examined point. If it contains, it means current object is
> > >>> under mouse cursor.
> > >>>
> > >>> The very same concept was used in demo, the callback object serves
> as
> > >>> intermediate between geometry and rendering process.
> > >>>
> > >>> Far from being sure I did it the right way, I think it would be
> nice
> > >>> to have similar mechanism in Papervision.
> > >>>
> > >>> Alexander Zadorozhny
> > >>>
> > >>> _______________________________________________
> > >>> Papervision3D mailing list
> > >>> Papervision3D at osflash.org
> > >>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> > >>>
> > >>>
> > >>> _______________________________________________
> > >>> Papervision3D mailing list
> > >>> Papervision3D at osflash.org
> > >>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> > >>>
> > >>>
> > >>>
> > >> --
> > >> Ralph Hauwert
> > >> FlashCoder
> > >>
> > >> _______________________________________________
> > >> Papervision3D mailing list
> > >> Papervision3D at osflash.org
> > >> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> > >>
> > >>
> > >
> > > _______________________________________________
> > > Papervision3D mailing list
> > > Papervision3D at osflash.org
> > > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> > >
> > > .
> > >
> > >
> >
> >
> > _______________________________________________
> > Papervision3D mailing list
> > Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
>
> _______________________________________________
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>
--
Rob Bateman
Senior Creative Developer
Work: 0207 7804841
Mobile: 07714 329 073
rob.bateman at akqa.com | http://www.akqa.com
AKQA, 1 St John's Lane, London EC1M 4BL, UK.
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