JigenD
03-Aug-2006, 07:26
I'm not sure how to best express this because I've never had anything approaching an expanation of this (in my mind). But I've wondered about it for over 10 years and I'd like to finally get an answer.
This is reguarding the techniques used in the first real-time 3d (game based) graphics. That is, some of the first arcade games using 3d (that also used texture mapping), also Saturn and Playstation 1, and possibly some previous systems.
It was a artifact you almost always saw in the graphics, what it appeared to be was 'warping' polygons. As you moved polygons all around the screen would seem to shift points, it looked worse at the 'camera' where the polygons would sometimes 'push up flat' against the camera, basically warping from their correct positions.
Everything N64 and beyond (3d acceleration) got rid of this artifact.
It's not related to point sampling (filtering), because you can run a current game with point sampling and not get the artifcat. I don't think it's due to Z-buffering, because I think that has to do more with larger distances...
Anyways, I think about this unexplained (to me) phenomenon from time to time, and I'd like to finally understand what caused this. AFAIK the techniques for realtime 3d has always been rasterization and I don't know why the early 3d games looked this way.
Thanks for any attempts to clear up this mystery for me.
This is reguarding the techniques used in the first real-time 3d (game based) graphics. That is, some of the first arcade games using 3d (that also used texture mapping), also Saturn and Playstation 1, and possibly some previous systems.
It was a artifact you almost always saw in the graphics, what it appeared to be was 'warping' polygons. As you moved polygons all around the screen would seem to shift points, it looked worse at the 'camera' where the polygons would sometimes 'push up flat' against the camera, basically warping from their correct positions.
Everything N64 and beyond (3d acceleration) got rid of this artifact.
It's not related to point sampling (filtering), because you can run a current game with point sampling and not get the artifcat. I don't think it's due to Z-buffering, because I think that has to do more with larger distances...
Anyways, I think about this unexplained (to me) phenomenon from time to time, and I'd like to finally understand what caused this. AFAIK the techniques for realtime 3d has always been rasterization and I don't know why the early 3d games looked this way.
Thanks for any attempts to clear up this mystery for me.