Well - as I was suggesting we first need to eliminate rounding and precision errors. If i have sqrt(2) I want it to be sqrt(2) after various math ops and not an approximation of that value.
As I said the need for different approaches in hardware and low-level software is necessary to get the accuracy needed. I would love to have a fast solution where I don't have to think everytime about precision losses.
Before that we will see many workarounds and a lot of programmers fighting with rounding errors. HDR and floating point textures are nice for now, but they don't solve the essential problem.
Probably I'm wrong and it will all be good and shiny with (what?) 1024 bit internal precision!?
Just a few words about triangles being used in today's cg:
Triangles are _SO_ old and I can't believe that until now noone came up with a better (faster, more precise, more natural, easy to use, ...) idea. I know nvidia tried to use quads as primitives (what a bad idea!), but there ain't any totally different approaches. No - don't bring up voxels - they are still too expensive and haven't shown to be more realistic then polys and textures. Besides that the real problems with voxels IMHO is to display them on a flat surface aka as monitor.
As I said the need for different approaches in hardware and low-level software is necessary to get the accuracy needed. I would love to have a fast solution where I don't have to think everytime about precision losses.
Before that we will see many workarounds and a lot of programmers fighting with rounding errors. HDR and floating point textures are nice for now, but they don't solve the essential problem.
Probably I'm wrong and it will all be good and shiny with (what?) 1024 bit internal precision!?
Just a few words about triangles being used in today's cg:
Triangles are _SO_ old and I can't believe that until now noone came up with a better (faster, more precise, more natural, easy to use, ...) idea. I know nvidia tried to use quads as primitives (what a bad idea!), but there ain't any totally different approaches. No - don't bring up voxels - they are still too expensive and haven't shown to be more realistic then polys and textures. Besides that the real problems with voxels IMHO is to display them on a flat surface aka as monitor.