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Re Quarantine 2
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1995-03-22
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Subject: Re: Quarantine
From: wha@netaxs.com (William Ainsworth)
Date: 22 Mar 1995 15:32:51 GMT
Message-ID: <3kpfv3$3eb@netaxs.com>
Ammo Goettsch (ammo@cc.gatech.edu) wrote:
: Actually it has two graphics processors which can texture polygons
: really really fast but can't do the perspective calculations in
: hardware (as of today). This makes it a lot less efficient at full
: 360 degree VR games than at games which have more limited types of
: views. There may be a new system soon which would include such
: hardware support for 3D perspective calculations, essentially giving
: you all the performance of a (medium) graphics workstation. Then we
: all stay home and play with our VR's. :)
: It is using ray casting into a data structure called a binary space
: partition tree. This means it has really efficient data structures
: for figuring out what polygon is hit by a ray passing from your eye
: through each pixel on the screen. So it doesn't really draw
: polygons at all, it draws lots of pixels separately. The best
: architecture (hardware) to run something like this on would be a
: massively parallel rendering system with a processor for each pixel.
: We could start with just a screen line's worth of processors and work
: our way up. This is the best approach because the calculations for
: each pixel are basically independent and so can be parallelized.
I think the 3DO version of DOOM will have to use the texturing
capabilities of the 3DO hardware to even come close to being good. How
this will affect clipping algorithms, etc, is not clear to me.
On the bright side, though, in that latest conference on AOL the 3DO rep
said that the best 3DO programming talent that monet can buy is working
on DOOM. Let's hope so.
-Bill