This topic appeared in the Games forum but I think it deserves consideration as a thread. Here's the only pic offered for the game Assassin on PS3...
The question arises what techniques could be used to get that realistic chainmail (assuming it's not an offline render, and second guessing that it's as good in motion as it looks in that still), particularly the mail hood?
I can think of maybe two solutions. One is a procedurally generated normal map where the rings positioned are calculated and rendered onto a cloth-simulated mesh, passed as a texture to RSX. The other is the use of the Cell for raytracing CSG tori. As a simple primitive it should fit comfortably into a stream based collision and rendering system without constant memory accesses - ideally suited for SPEs. Looking at the shadow a raycasting system might also be easier for shadowing.
Any other theories?
The question arises what techniques could be used to get that realistic chainmail (assuming it's not an offline render, and second guessing that it's as good in motion as it looks in that still), particularly the mail hood?
I can think of maybe two solutions. One is a procedurally generated normal map where the rings positioned are calculated and rendered onto a cloth-simulated mesh, passed as a texture to RSX. The other is the use of the Cell for raytracing CSG tori. As a simple primitive it should fit comfortably into a stream based collision and rendering system without constant memory accesses - ideally suited for SPEs. Looking at the shadow a raycasting system might also be easier for shadowing.
Any other theories?