Non-polygonal technology

Discussion in 'Rendering Technology and APIs' started by lgdt, Aug 2, 2002.

  1. Tahir2

    Tahir2 Veteran

    Hi lgdt

    I would love to download your program but it is not available from the link you posted.

    Can you email it to me and I can host it on my free webspace for other people to download as well (assumming it is under 4 MB ;) ).

    Regards,

    misae
     
  2. lgdt

    lgdt Newcomer

    I would love to send it to you if I knew your email address.

    I would love to know, why it is not available to you, because it is available to me right now.

    Its size is 74 798 bytes.

    And thanx for the hosting.
     
  3. Tahir2

    Tahir2 Veteran

    Hi the email address is in the PM i sent you.

    Erm scratch the PM message... I still need it as it just wont download from your server.. got stuck at 2.5kb of the download ;)
     
  4. mormegil

    mormegil Newcomer

    An often heard complaint about implicit surfaces and the like is the problem with collision detection. There are surface descriptions (bezier patch for example) that have control points that form conservative convex hulls. These convex hulls could be used for coarse collision detection.

    Shadowmaps and stuff like that will be impossible with such surfaces without tesselating and automatic shadowmap extrusion
     
  5. Simon F

    Simon F Tea maker Moderator Veteran

    I believe you're thinking of shadow volumes. Shadow maps can handle 'anything' which is why the original shadow map paper "Casting Curved Shadows on Curved Surfaces" (by Lance Williams - Trilinear/MIP mapping inventor) is titled the way it is :)
     
  6. mormegil

    mormegil Newcomer

    You're absolutely right, i ment shadow volumes! What can I say, it was late :wink:
     
  7. lgdt

    lgdt Newcomer

    here's a non-poly realtime raytracer!
     
  8. alexsok

    alexsok Regular

    Anyone have a link to that Japanese DX10 paper?
     
Loading...

Share This Page

Loading...