Ok, maybe in the grand scheme of things my way may be harder or require AI not even possible yet..but.....
If we were to have a machine draw a perfect Sphere properly lit at any one viewpoint what method would be the easiest?
The sphere must be lit from 2 light sources in a confined space.
1. Render six planes to represent the confined space, render a sphere with 5,000 polygons. Light the sphere from the two light sources and apply the proper shaders, take a snapshot.
2. Draw a circle and shade darker between the two light sources, use stored coordinates to draw the planes visible from that viewpoint, take a snapshot.
I know some of you are thinking that without a 3D render of an object we have no way of even making a 2D picture of it. Yet we don't need the object to be rendered to know where it is in a 3D space, we can break it down as simple as we tell the computer where it is...geometry. If I wanted to make a program to draw a house I would feed the coordinates to the computer, use 6 captures from a highly detailed pre-render done "outside" of the game. The machine would now take the 3 captures needed from that viewpoint and combine them on screen adding shading mathematically. The whole game would have been pre-rendered at the studio using the best forms of rendering possible because rendering time isn't important to the game anymore. The machine would not need to construct an actual 3D object it would instead interpret what the 3D object would look like in 2D.
Alcohol people alcohol!
Dregun
If we were to have a machine draw a perfect Sphere properly lit at any one viewpoint what method would be the easiest?
The sphere must be lit from 2 light sources in a confined space.
1. Render six planes to represent the confined space, render a sphere with 5,000 polygons. Light the sphere from the two light sources and apply the proper shaders, take a snapshot.
2. Draw a circle and shade darker between the two light sources, use stored coordinates to draw the planes visible from that viewpoint, take a snapshot.
I know some of you are thinking that without a 3D render of an object we have no way of even making a 2D picture of it. Yet we don't need the object to be rendered to know where it is in a 3D space, we can break it down as simple as we tell the computer where it is...geometry. If I wanted to make a program to draw a house I would feed the coordinates to the computer, use 6 captures from a highly detailed pre-render done "outside" of the game. The machine would now take the 3 captures needed from that viewpoint and combine them on screen adding shading mathematically. The whole game would have been pre-rendered at the studio using the best forms of rendering possible because rendering time isn't important to the game anymore. The machine would not need to construct an actual 3D object it would instead interpret what the 3D object would look like in 2D.
Alcohol people alcohol!
Dregun