gking said:Dimensionality is a really abstract concept (you encounter it frequently in higher-level math). It refers to the number of independently varying parameters in any function.
Rather than referring strictly to object positions (conventional 3D), the higher dimensions could refer to light directions, viewer stimulus response, or pretty much anything else.
One application of 4D rendering is a lightfield -- instead of rendering one image, every possible viewer and light direction are rendered into an array of images. Subsequently, the original data can be reconstructed/interpolated very quickly. This technique is primarily interesting for software rendering engines; however, I've had a couple of ideas for shader-based lightfield-style rendering/reconstruction that could make for some very interesting effects.
Yes i know about dimensions in math calculations but i think here they were talking about a 4dimensional environment with 4dimensional movement and 4dimensional spherical vision (3d projected image)
Ive also been thinking about doing something like lightfield youre talking about (i think).
I think you can do real geometry bumpmapping so there are shadows in it.
Would be good especialy for things where the geometry details are much smaller than the screen pixels because you lose the small detail bumps there when you render it real time and the lighting result is very different.
With that technique you could render out different view angle textures and also the average geometry direction and reflectiveness per pixel for each mipmap for the real time specular calculation.
Some examples ive been thinking of are a cloth for a pooltable and asphalt for a racing simulation.