The problem with most of the existing algorithms I've seen is that they don't look good in motion. Small perturbations in object position or camera position cause instability and result in lots of popping in and out of detail. One moment, the left hand of the character has fingers, but the right hand is just a box, the next moment, the left hand shifts to a box and the right hand gets fingers. -
Exactly! The algorithms in graphics books are not necessarily well suited to gaming. Has any game to date done this successfully? As far as I know, most games still use the traditional methods. Personally, I think this is one of those features thats begging to be done in hardware.
V3 said:With the soccer ball can't you just billboard that geometry with distributed polygons and just rotate the maps around it to simulate its rotations with respect of the camera.
well I picked a ball because it was an easy example to make a point. You can imagine the same principal with a human arm, a statue, a car, etc...