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#26 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
Last edited by mikiex; 28-Mar-2012 at 16:30. |
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#27 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#28 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
I remember in school we had this CAD drawing program on the BBC that had a weird joystick, I was facinated by hiding little bits of text at microscoptic level. Id be quite interested in a game where you zoom in on things. |
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#29 | |
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Senior Member
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Also, http://www.femtosoft.biz/fractals/fractal.html "I've been able to achieve compression on the order of a gif or jpg file." I tried his delphi app to compress a 1680x1050 minecraft screenshot and it tells me it takes around 1000 minutes on a 2.8GHz i7 Doesn't sound all that efficient to me. Do you happen to have any better stuff I can play around with or does it all exist just in theory? [edit] This just keeps on getting better and better. I tried compressing a 400x220 picture (same screenshot resized) and it gave me 61.1kb file. Original .bmp was 257kb, png 102kb and jpg at 95% quality 39kb so I thought it wasn't quite a disaster at reducing the file size. And then I decompressed the fractal to find out that it's only grayscale! Same image in grayscale BMP: 86.9kb, png: 48.1kb and jpg 33.9kb. So yeah, a lossless PNG is better than fractal, at least for this image: ![]() It would be fun to test it with actual photos or at least some 2kx2k textures used in games. I wouldn't be surprised if the result is even worse due to minecraft having so huge texel sizes on screen. Last edited by hoho; 29-Mar-2012 at 11:16. |
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#30 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
http://users.senet.com.au/~mjbone/Fractals.html They have links to the early iterated systems exe;s who originally came up with the method and format FIF, It was combined as a compression / resize originally. But these days the same tech continued "Genuine Fractals" and the emphasis is on the resizing it became "Perfect Resize": http://www.ononesoftware.com How good is it? Thats a debate, I can't say I've seen a decent real test - normally they just compare it with the some what dated photoshop resampling |
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#31 | |
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Senior Member
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#32 | ||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,036
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Quote:
Quote:
Fundamentally, I'm not seeing any application of fractals in image resizing or storage. They'll remain used for procedural content creation and that's about it.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#33 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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Steamy's problem is his argument is based on what he imagines fractal compression to be, not what it actually is.
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#34 |
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Member
Join Date: Feb 2002
Posts: 586
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#35 | |
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Anas platyrhynchos
Join Date: Jul 2004
Location: Finland
Posts: 4,365
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What do you mean? Are you saying this isn't normal!?
http://steampoweredgod.blogspot.com/...celerated.html Quote:
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http://www.youtube.com/watch?v=hpz9USr1RHg&feature=fvw |
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#36 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
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#37 |
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Junior Member
Join Date: Dec 2006
Posts: 90
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fractal's place is in procedural textures/geometry
microtextures aren't so far off see allegorithmic middleware fractals are ok for filling in the gaps but don't represent true information regarding the OP you'd just smooth and/or apply jitter to geometry (displacement maps) for resolution independence Last edited by ebola; 02-Apr-2012 at 13:08. |
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#38 |
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Registered
Join Date: Apr 2012
Posts: 1
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I'm just pulling stuff out my ass here... but...
So you can project spatial data to a frequency domain with Fourier transforms. Can you similarly project spatial data to some, oh let's call it 'recursive domain' where the basis are recursive patterns? Does it even make any sense? |
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#39 | |
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Junior Member
Join Date: Dec 2006
Posts: 90
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Quote:
guess the type of micro texture per texel from the surrounding area of the real modeled detail or allow artists to paint it |
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#40 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,036
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Doesn't need fractal though. Any suitable procedural algorithm could be used.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#41 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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A great example of procedural texture generation is .Kreiger
http://www.multimolti.com/blog/2008/...acked-to-95kb/
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#42 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,036
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That's not quite true, as I understand it (though I may misunderstand). Isn't Kreiger and others mostly built on the premise of rebuilding a list of artist actions rather than creating content via algorithms? That'd make it a macro-generation system. Things like SpeedTree already use fractals for procedural content. Terrain generation is a classic. There are a few texture creators where you plug in variables and get a procedural texture out the other end, but I don't know of any realtime/in game procedural texture generation. I think fractals will be too processor intensive to have merit for realtime content. Other cheaper noise and pattern algorithms are move serviceable, I think.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#43 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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your probably right
it doesnt really fit the standard definition of procedural content, but does sort of qualify
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#44 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,737
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Perlin noise has been used to generate procedural content in realtime since 2002 or something.
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So many things to do, and yet so little time to spend... |
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#45 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
http://wiki.beyondunreal.com/Legacy:...TextureFactory ignore the word fractal though, it think it was called fire engine We are going back some yeaaars though I might try and put in a fractal shader in the next commercial game I'm working on probably a 1 bit mandlebrot though |
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#46 |
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Member
Join Date: Oct 2004
Posts: 704
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Frontier: first encounter had full planets generated procedurally during runtime in 1995 and it certainly wasn't first game to use procedural generation for meshes. (midwinter 1989 and many others.)
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#47 |
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Member
Join Date: Nov 2007
Posts: 168
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Correct me if I'm wrong but isn't part of the RAGE (Id Tech 5) pipeline oriented around collecting artist actions akin to Kkrieger?
I always thought that was a bit of a paradox. You are collecting artists actions yet baking the end-result to a large unified data-set? I probably misread that or something got lost in the chain of transmission. This is really the crux of why Mega-Texture seems to be problematic compared to the standard tiled-texture paradigm. The re-use of texture tiles is "of itself" a form of compression. I wonder if any engines are more amenable to a diversity of very very small textures such that you are essentially using textures like different brushes in a paint app rather than traditional (larger) photo-source approaches. |
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#48 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
As far as reuse for compression, that I guess if you think of it, it is kind of what traditional 3d games do, but with a lot of manual work of the artist. You could of course paint layers record it and then repaint them into a megatexture to decompress them - but the reason not to do that might be that they want the data to be in a compressed format - such as DXT - so it would take too long to do all the work in the background. |
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#49 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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Back in the win95 days I used to use an editor called satori (because it came free on a magazine coverdisk and it cost about 4 grand normaly)
anyway its claim to fame was massive image size and unlimited and selective undo because every brushstroke, effect, blur ect was an object in its own right for example you could apply Gaussian blur to an image then radial blur then another Gaussian blur and you could undo just the radial blur if you wanted.
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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