Dave B(TotalVR)
Regular
Just had a thought, with the advent of programmable pixels shaders and the like, would it not be plausible to be able to support a texture of an arbitrary number of dimensions?
This may be useful for many things, but off the top of my head, how about a 5 dimensional texture for the shadowing of an object. You have 3 dimensions for the texture relative to its light source, the depth behind the object along the tangent between the light and the obect, plus the x/y dimensions allowing this object to have size. That 3D texture projected will create a shadow for the object at that given angle.
Now add the dimensions theta and phi angle to the vertical and horizontal. Hey presto you have a texture you can blend from any angle to produce a shadow for that object.
You also don't have such a massive texture, because it need only be 8 bits as you do not need to include colour as the light source you are shadowing out will have the colour component. So with 5 dimensions thats 40 bits, not much more than a 32 bit texture. The texture would be very large in terms of number of pixels, but that is going to make compression much more effective, particularly because there will most probably be large areas of complete shadow and complete ermm.. non-shadow.
Just a thought, im sure there are other uses too - like animated 3D textures. Would be good for a steam chute or something.
This may be useful for many things, but off the top of my head, how about a 5 dimensional texture for the shadowing of an object. You have 3 dimensions for the texture relative to its light source, the depth behind the object along the tangent between the light and the obect, plus the x/y dimensions allowing this object to have size. That 3D texture projected will create a shadow for the object at that given angle.
Now add the dimensions theta and phi angle to the vertical and horizontal. Hey presto you have a texture you can blend from any angle to produce a shadow for that object.
You also don't have such a massive texture, because it need only be 8 bits as you do not need to include colour as the light source you are shadowing out will have the colour component. So with 5 dimensions thats 40 bits, not much more than a 32 bit texture. The texture would be very large in terms of number of pixels, but that is going to make compression much more effective, particularly because there will most probably be large areas of complete shadow and complete ermm.. non-shadow.
Just a thought, im sure there are other uses too - like animated 3D textures. Would be good for a steam chute or something.