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- Newsgroups: sci.virtual-worlds
- Path: sparky!uunet!europa.asd.contel.com!darwin.sura.net!wupost!gumby!destroyer!ubc-cs!uw-beaver!news.u.washington.edu!milton.u.washington.edu!hlab
- From: dstamp@watserv1.uwaterloo.ca (Dave Stampe-Psy+Eng)
- Subject: Re: DESIGN: Doors between virtual worlds
- Message-ID: <BszGJ2.4zz@watserv1.uwaterloo.ca>
- Originator: hlab@milton.u.washington.edu
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Waterloo
- References: <1992Aug10.164950. <1992Aug14.094401.13860@u.washington.edu>
- Date: Fri, 14 Aug 1992 16:59:26 GMT
- Approved: cyberoid@milton.u.washington.edu
- Lines: 40
-
-
-
- In article <1992Aug14.094401.13860@u.washington.edu> avi@usl.com writes:
-
- >And the issue of changing contexts is important. If we move from
- >a universe without gravity to one with it, we could, _under certain
- >circumstances_ fall apart. Assuming rigid body transformations,
- >we might simply tumble off-balance into the other universe and there
- >is the possibility that the transition is instantaneous to avoid
- >these issues but it's not clear. If the system wasn't well thought
- >out, we could shear ourselves as we pass through.
-
- Actually, I doubt that. Objects will be indivisible to start with,
- and either will be affected by both areas mechanistically (tumbles) or
- by the region their centroid is in (transition).
-
- >>Now the question is: how hard is it actually to implement a cyber-
- >>spatial renderer capable of depicting virtual holograms? I doubt it's
- >>entirely trivial, as most renderers currently assume that all the
- >>objects they're rendering are present in "real" virtual space, not
- >>"virtual", holographic virtual space. (Virtual virtual space!)
- >>
- >I think the environmental mapping solution would work for z-buffer
- >or scanline approaches. It doesn't really have a place for regular
- >painter's algorithms.
-
- There are several ways to do this with painter's. First, if the
- portal is in a wall, just change the world behind the wall. Second,
- pre-render a view through the portal (at the angle etc. to match the
- real view) then copy it to the portal area when drawing its poly. The
- second option is probably too expensive for most PC-based systems,
- though.
-
-
- --------------------------------------------------------------------------
- | My life is Hardware, | |
- | my destiny is Software, | Dave Stampe |
- | my CPU is Wetware... | |
- | Anybody got a SDB I can borrow? | dstamp@watserv1.uwaterloo.ca |
- __________________________________________________________________________
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