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3D Visualization Moves Forward

Chris writes "Showing for the first time at the Society for Information Display (SID) conference in Boston was a three-dimensional display with 100 million volume pixels or "voxels". The Perspecta is a hardware and software combination that projects 3D images inside a 500 mm transparent spherical dome. Images 250 mm in diameter can be seen from a full 360 degrees without goggles, allowing the viewer to walk around the image. It can be used to visualize protein structures and to plan surgical and radiation treatment by locating the exact position of a tumour on an x-ray or mammogram. It could also be used in air traffic control, prototype designing and security scanning of luggage. Perspecta uses Texas Instruments' digital light processor technology and a spinning projection screen, which sweeps the sphere." We've done some previous stories about this globe from Actuality Systems. The trend seems to be toward simulating 3D with high-resolution flat screens, though.

47 of 176 comments (clear)

  1. Sweeet by ZaneMcAuley · · Score: 3, Insightful

    Now if only they can get it larger than a snow globe.

    --
    ----- Whats wrong with this picture? http://www.revoh.org:1234/whatswrong
  2. Another use... by Dick+Click · · Score: 5, Funny

    It can also be used to show to a group of people the design flaw in the Death Star.

    1. Re:Another use... by cnkeller · · Score: 2

      The DLP projectors are made by Texas Instruments. Link

      --

      there are no stupid questions, but there are a lot of inquisitive idiots

  3. Volume Graphics Software by cybrpnk2 · · Score: 2

    Volume Graphics has some interesting software to go along with the kind of display hardware talked about in the article. With VGs stuff you can "capture" a three D displayed image based on voxels and slice-and-dice it...

  4. Aaaaaand, why bother. by Bowie+J.+Poag · · Score: 3, Interesting



    Ok, its cool and all.. yeah, being able to project something volumetrically, but is it really _useful_ ? I fail to see how paying $20,000 for a bleeding edge "display sphere" makes more sense than rendering something in stereo, and crossing your eyes, which most visualization packages are capable of doing nowadays anyway.

    Where I used to work, we had a number of visualization packages that allowed researchers to view molecules/proteins/DNA sequences in stereo. It was routine, and required no specialized hardware.. You just render two views of the same object, side by side on the screen, with one view taken slightly from the left or to the right of the other. You can manipulate them in realtime, in stereo. Doesnt require glasses.. Just have to cross your eyes. Hell, go visit my site, i've got a couple stereoscopic wallpapers up, and theres nothing stopping me from producing stereoscopic 3D animation in Blender.

    :)
    Cheers,

    --
    Bowie J. Poag

    1. Re:Aaaaaand, why bother. by Riskable · · Score: 4, Insightful

      Ahh, "cross your eyes". Therein lies the problem. You see, there are millions of people all over the world that don't see perfectly out of both eyes. I am one of these people (legally blind in one eye). To us, steroescopic images like the ones you describe will never be more than a blurred picture or static on the screen.

      Also, the angle of view on stereoscopic images is usually very limited. Technologies such as this get around that problem by projecting the image onto a curved surface which provides for more of a "true" 3d-look.

      The real benefit of technolgy such as this is that we're one step closer to the 3D "JAWS" shark that Marty McFly encounters in Back To The Future 2 =)

      --
      -Riskable
      "Those who choose proprietary software will pay for their decision!"
    2. Re:Aaaaaand, why bother. by cheese_wallet · · Score: 2

      Ahh, "cross your eyes". Therein lies the problem. You see, there are millions of people all over the world that don't see perfectly out of both eyes. I am one of these people (legally blind in one eye). To us, steroescopic images like the ones you describe will never be more than a blurred picture or static on the screen.

      Dude, you can't see in 3D anyway...at least not through retinal disparity, so how would the sphere display help you out?

      There are only two cues the human brain has to perceive 3 dimensions. One is the relative size of an object, assuming you have some idea how big it should appear at a given distance--focusing your vision is a part of this aspect as well.

      The other is the slight difference in image perceived by each eye--called retinal disparity.

      If you are blind in one eye, you'll never have anything better for depth cues than the relative sizing deal.

      I don't see how this sphere would help you.

    3. Re:Aaaaaand, why bother. by sab39 · · Score: 3, Insightful

      There are only two cues the human brain has to perceive 3 dimensions. One is the relative size of an object, assuming you have some idea how big it should appear at a given distance--focusing your vision is a part of this aspect as well.

      The other is the slight difference in image perceived by each eye--called retinal disparity.


      Uh, no. There's (at least) one other:

      The way the view you're seeing changes as you move your head from side to side and/or up and down.

      I'm guessing, but I'd be surprised if this wasn't the reason why most basketball players seem to deliberately bend at the knee (moving their head up and down) before shooting a free throw. Stereoscopic vision doesn't help you perceive how far away a horizontal line is.

      For people blind in one eye, I imagine that moving the head becomes much more important as a depth cue. And this system provides that, where stereo images don't.

    4. Re:Aaaaaand, why bother. by TheOnlyCoolTim · · Score: 2

      Speak for yourself. My vision is hella messed up in my right eye and I can still see stereoscopic images....

      Of course, if you're totally blind in one eye than you can't see stereoscopic images, but if you're totally blind in both eyes you can't see any images, so we should stop developing all display technology.

      Tim

      --
      Omnia vestra castrorum habetur nobis.
    5. Re:Aaaaaand, why bother. by Riskable · · Score: 2

      I was going to mention this, but you beat me to it. The type of 3D that I see *IS* realative to movement. The easiest way to explain this to someone is to have them cover/close one eye and look at a photograph. Now keep both eyes open and look at the photograph again. It doesn't change your perception of the photograph because it's just a flat 2D image.

      However, if you were to cover one eye and look at a 3D object, you get a totally different sense of that object--despite the fact that you're not viewing it with retinal disparity. This is because of the movement of your head/body (no matter how still you think you can sit, you're still moving enough to give your eyes an image)

      --
      -Riskable
      "Those who choose proprietary software will pay for their decision!"
    6. Re:Aaaaaand, why bother. by Wraithlyn · · Score: 3, Insightful

      Reading your comment made me wonder if when they were developing CRTs for computer displays, somebody said: "Aaaaaand, why bother developing this in the first place, when we can just display computer output on a line printer, without using any specialized hardware? I fail to see how spending $20,000 for a bleeding edge 'display screen' makes more sense than outputting to paper, which most packages are capable of doing nowadays anyway."

      I'm sorry, but I can't help but view this type of argument as anything other than anti-progressive and monumentally shortsighted. I for one (and I know I'm not alone) have never found the "cross-eyed" technique comfortable or intuitive, and even when it works, the resulting depth perception is nowhere near as good as looking at a real object. A true volumetric 3d display would drastically improve the user visualization experience. You want surgeons to rely on crossing their eyes to accurately perceive a high resolution model of your brain when performing surgery? Obviously, it's not as economical as using a stereogram, but it also won't cost $20K forever either. Does it "make more sense"??? In the long run, absolutely.

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    7. Re:Aaaaaand, why bother. by Pfhreakaz0id · · Score: 2

      If I cover one eye and look at an object it looks exactly the same, unless I cover my good right eye, then it is blurry. I can still sense 3d fine. I just reached and grabbed very small things with my finger and thumb at varying distances with no problem. However, I have NEVER seen a stereoscopic image. And believe me I've used the techniques everyone says. some people just can't see them.

    8. Re:Aaaaaand, why bother. by vrt3 · · Score: 3, Informative
      However, if you were to cover one eye and look at a 3D object, you get a totally different sense of that object

      To be honest, I don't. I get exactly the same sense whether I use one eye or both. Reason is that in most circumstances only one eye at a time is focused. My left eye is short sighted, while my right eye is far sighted. Very strange, and as an effect I'm bad at perceiving depth. Good enough for normal life; I have no problems driving a car, but it makes parking more difficult.

      I can see stereographic images, but it's very hard to get both of my eyes focused simultaneously (up to 1 m I can see sharp with both eyes, further away only with my right eye; depends on lighting conditions though, on a sunny day it's clearly better). Looking trough a binocular or stereomicroscope gives me full 3D view, since they allow me to adjust the focus separately for each eye.

      3D techniques that rely on both eyes getting a different image won't have much effect for me, unless the screen is in the range where both my eyes can adapt and focus enough. Or maybe I should get glasses.

      --
      This sig under construction. Please check back later.
    9. Re:Aaaaaand, why bother. by Easy2RememberNick · · Score: 2, Interesting

      You know that was the first thing I thought when I read the article, was someone who lost vision in an eye, but then as I read it I realized that it's better than most 3D displays because you don't need special glasses. Wasn't the big point, the excitement, the breakthrough of the thing that you don't need special 3D glasses to view the image? So even with one eye you could see an object in the sphere, not depth but still...objects. It's still a pretty cool display.

    10. Re:Aaaaaand, why bother. by TheOnlyCoolTim · · Score: 2

      Heh... If you want stuff that's not "fairly unnatural", go live in a cave, gather berries, and hit the occasional lame antelope with a rock.

      Tim

      --
      Omnia vestra castrorum habetur nobis.
  5. 100,000,000 voxels: not as impressive as it sounds by segfaultdot · · Score: 2, Interesting

    that's a cube of 464*464*464 pixels. It's a great start, but i'd rather have a Radeon 7000 :)

  6. Used in security scanning of luggage? by Gannoc · · Score: 4, Insightful
    I read that, and smelled something fishy. That was almost certainly some marketing moron's idea to mention, since I really doubt the company spent years to develop a hugely expensive three dimensional display in order to SCREEN LUGGAGE.

    I despise any company that twists the truth to take advantage of people's fears.

    1. Re:Used in security scanning of luggage? by Sanity · · Score: 2
      I read that, and smelled something fishy. That was almost certainly some marketing moron's idea to mention, since I really doubt the company spent years to develop a hugely expensive three dimensional display in order to SCREEN LUGGAGE.

      I despise any company that twists the truth to take advantage of people's fears. Pretty much everyone is doing it, it is the latest sales tactic for all sorts of things - most of which are completely unrelated to security. Suddenly a CRM package is being described as a way to "profile and track terrorists", a word processor becomes a "terrorist profile authoring device" etc etc.

      One of the amazing things about the US is how quickly good-taste goes out the window when it gets in the way of a sale.

    2. Re:Used in security scanning of luggage? by minusthink · · Score: 2

      it is A use. not THE use.

      nobody developed the computer so I could play solitaire.

      --
      "when life gets complicated, I like to take a nap in a tree and wait for dinner" - Hobbes.
  7. Re:The hell with mammograms... by Nightpaw · · Score: 3, Funny

    Strangely enough, these aren't mutually exclusive; any holodeck that I use had better be able to model breasts in three dimensions.

  8. Uh hi.. yeah.. perspecta? by kwashiorkor · · Score: 3, Funny

    The Fortune Tellers Association of America called. They want their idea back. They're claiming "patent infringement" or some such.

    --
    -- kwashiorkor --
    Leaps in Logic
    should not be confused with
    Jumping to Conclusions.
  9. Now geeks can share the interest by Rui+del-Negro · · Score: 2

    It can be used to visualize protein structures and to plan surgical and radiation treatment by locating the exact position of a tumour on an x- ray or mammogram.

    Finally, something to get geeks interested in breasts.

    RMN
    ~~~

    1. Re:Now geeks can share the interest by gazuga · · Score: 3, Funny

      Listen, I don't know what kind of guy you are, but I'm a geek and I'm *plenty* interested in breasts. The problem lies in finding someone who will let you be interested in theirs...

      --
      "I turn away with fright and horror from the lamentable evil of functions which do not have derivatives."
    2. Re:Now geeks can share the interest by MayonakaHa · · Score: 2, Funny

      Oh we've always been interested in breasts.. only now they'll actually be in three dimensions!

    3. Re:Now geeks can share the interest by Rui+del-Negro · · Score: 2

      You can be interested in anyone's breasts. It's one of the fundamental human rights, I think.

      RMN
      ~~~

  10. Re:Glasses suck by kevinmik · · Score: 2, Interesting

    Displays that require the user to wear glasses aren't what I'd call and adequtes solution

    I believe what he was refering to were the screens that actually create a 3d image without glasses. They're really impressive. They do this by having two hi res lcd's, one on top of the other, that have a slight offset in the image between the two. The top one is translucent and the difference in the two pictures creates the illusion of 3d without having to use glasses or anything. It's like you've got your own holographic monitor!

    I just can't wait until they come into my college budget price range (yeah, like that's gonna happen :)

    --
    "Windows never has bugs. It just develops random features."
  11. Re:"voxels". by DataPath · · Score: 3, Insightful

    the term voxel is hardly new. I recall reading about 3d projections and displays and them using the term "voxel" in association with them close to 12 years ago. And it's not any stupider than calling a 3d square a "cube."

    --
    Inconceivable!
  12. curse of dimensionality... by aseen · · Score: 2, Insightful

    100 millions sounds big, but you have to take the cube-root of this to get the resolution in one axis - a whopping 465. In 2D, this is like a 465x465 display; not terribly exciting. This is the "curse of dimensionality" volume graphics needs to deal with.

  13. Did this about a year ago... by Uller-RM · · Score: 4, Interesting

    I did a contract coding job similar to this about two years ago - for an exhibit at a tech expo, we rigged up a pair of curved mirrors and a plexiglass semisphere with a hinged hatch. A projector shot a 1024x768 image through the pair of mirrors, producing an image that gave you roughly 270deg FOV horiz and 90deg vertical. Add a joystick and a rudimentary tunnel shooter... :)

    My part of it was hacking up the game engine (Virtools' kit) to render from two in-game viewpoints each frame and distorting the image in a third rendering pass so you'd get a correct image on the screen - lots of optimization, since we were rendering at that resolution two years ago when the Geforce2GTS and 1GHz P3s were the height of consumer technology. That, and some other blocks for the scripting language for level transfers and whatnot.

    (The engine used to be marketed under the name Nemo, now called just Virtools Dev. Not too impressive graphically by today's standards, but it has the most artist-friendly scripting system I've EVER seen. If they strapped a decent rendering tech onto it and some network code, they'd have an absolutely outstanding project on their hands.)

    1. Re:Did this about a year ago... by MobyDisk · · Score: 2

      Render from two in-game viewpoints each frame and distorting the image in a third rendering pass so you'd get a correct image on the screen

      As a coder, what did the third pass do?
    2. Re:Did this about a year ago... by Uller-RM · · Score: 3, Interesting

      After compositing the two camera images in the framebuffer, it did a read from the back buffer into main memory (specifically, into a block in the heap with buffer space above and below to get a power of 2), was uploaded back to the card as a OpenGL texture, and rendered bilinear across a precalculated set of vertices and UV coords (stored in vertex arrays and display lists). If we were running it on a Voodoo, I could have used Glide to do it all on the card, but this was right when they were ditching Glide, and the rendering engine didn't have a Glide plugin :-\

      I would have liked to work out an entirely 2D routine for doing it instead of having to do the texturing, but I was under a rather nasty timeframe to do it, and the example code we got from the inventor of the technique took some time to decipher. Why people insist on doing horrible pointer arithmetic instead of [] (which expands to *(x+i) in the preprocessor anyways), I'll never know.

      On a Geforce2GTS the fill rate and AGP2x limited us to about 20fps, but on an SGI NT workstation it absolutely FLEW since main memory and video memory were shared. Unfortunately, we had to do 10 kiosks with this, and the budget didn't allow getting an SGI for each one :-\

  14. Re:Glasses suck by sab39 · · Score: 2

    There's better than that...

    Autostereo displays

    I saw this 5 years ago, and it was extremely cool. They played a variant of Pong where the ball went in and out from the plane of the screen to a plane that appeared to be more or less level with the back of the monitor. They also used a cool 3D mouse so you could move your bat. It was totally realistic stereoscopic 3d without any goggles or anything.

    What you're describing sounds like you could render both the bats easily but you couldn't render the ball because it would be in-between the planes of the two LCDs. The autostereo system handles all intermediate distances just fine.

  15. Totally different technologies by SeanAhern · · Score: 5, Insightful

    The trend seems to be toward simulating 3D with high-resolution flat screens, though.

    These are completely different technologies. The first is an "actual" 3D display. The voxels have a true location in 3D space, for instance. People can view it from any angle with no equipment.

    The second appears to be just a large screen. People wear shutter or polarized glasses to send different images to the left and right eyes.

    While the second techology is great, especially for high-resolution display to a single person, it really is annoying when used with multiple people with different locations in space.

    Since there is only one set (left and right) images on the flat screen, only one viewpoint can be chosen. If a group of people is sufficiently far from the screen, or sufficiently close together in the room, it's fine. But if you let the people wander around the room, you start getting perspective problems that really make collaborative viewing troublesome.

    I have a feeling that we will be seeing voxel-based visualization like the one mentioned in this post more and more often. It's just more natural to use.

    As someone who is in the field of high-resolution scientific visualization (that's me on the left), I certainly hope that technology will move in this direction.

  16. Now I know how we'll use all that bandwidth... by dpbsmith · · Score: 2

    I really am amazed.

    Years ago I just didn't believe we'd really see volumetric 3D because the jump from (say) 640x480 to 640x480x480 just seemed too wide.

    If we can get a stationary image 400 x 400 x 400 image for $20,000, it doesn't seem all that much of a stretch to 400 x 400 x 400 x 30 frames per second... or from there to 1600 x 1600 x 1600 x 30 frames per second... or from there to 1600 x 1600 x 1600 x 30 frames per second for $200.

    And disk speeds and Internet speeds are coming along just fine...

    1. Re:Now I know how we'll use all that bandwidth... by dpbsmith · · Score: 2

      I'm not going to try to hold my breath for 4-1/2 years (plus however long it takes to get the cost down by a factor of 100).

      Actually I expect it to take longer than you do.

      But I have a good chance of seeing it, not merely within my lifetime, but even before my retirement.

      Considering that I once doubted that I would ever even own my own computer, that's not too bad!

    2. Re:Now I know how we'll use all that bandwidth... by Da+VinMan · · Score: 2

      Considering that I once doubted that I would ever even own my own computer, that's not too bad!

      Give it 20 years when you're getting your mandatory "Common Sense Implant". PC? You ain't seen nothing yet.

      --
      Please mod this post only if you think others should/n't read this. I have enough ego^H^H^Hkarma. Thanks!
  17. Re:That would be 500x500x500 resolution by Sabalon · · Score: 2

    And it took a while for 21" monitors, 80GB hard drives, etc... to get out there as well.

    It's a start.

    "The death star has cleared the planet"

  18. I see probelms with the approach by inkfox · · Score: 2, Informative
    I missed the Actuality story. This was my take on that (also included below). It doesn't look like the new version is much of a jump forward...

    Now, niftyneat as it looks, I see a few problems...

    First and foremost, you're going to be stuck representing solid 1-color materials, wireframes and ghosts with this. You're also not going to be able to make objects appear to be lit correctly. Why? Because the display has no idea what angle you're viewing it from. I'll explain.

    Hold your thumb in front of the screen. It's blocking some part of the display, right? Move your head back and forth a little, and it will block different parts. Raise your head up a little or drop it down and it will block different parts again. The thing is, the display has no idea where you're looking from, so every part needs to be visible at all times. It can't clip out bits that are behind other things like a traditional 2D display. The result is that if you show a screen full of text, and draw a thumb in front, you still see the text through the thumb. Both will appear to act like ghosts.

    Now, consider drawing a Coke can with a flashlight shining on the side. Again, it has no idea which side you're viewing from, so it's got to draw all sides of the can. The thing is, as you move about it, the logo on the front of the can shouldn't be visible when looking at the back of the can. Similarly, when you look at the side opposite the flashlight, it should be all dark. But since the display uses volumetric texels, it has no idea about the facing of each texel. Every texel's going to be drawn, so a you'd see the backward logo when looking from the back, and you'd see what boils down to a really confusing lighting situation when viewing from the non-flashlight side. It's like ghosts or colored X-Rays.

    If you're still with me, that covers the reason for no shadows or non-uniform dull, not-too-shiny surfaces.

    Next problem is - it's gonna be SLOW! Sad, but true! If it were a 3D bitmap representing equal units of a cube, that would be one thing. Unfortunately, it represents slices of a bitmap rotating through space.

    Now, let me say this: Computers hate round things. Arcs, swooshes, ribbons, none of these are much fun for a computer to draw (comparatively speaking), much less, to render into.

    Normally, polygon raster operations boil down to setting up a bunch of lines, one per scanline, and for each, figuring out how you progress across the line in measured, discrete steps. "I'm starting here in the texture, and I'll be there in the texture. I need to get there in 32 screen pixels, and I advance n units through regular steps of screen, texel and 1/z space." This tells the computer do the expensive calculation once, and just do 32 iterative steps to render the 32 pixels on that scanline. Any modern 3D engine is actually optimized to do the expensive stuff 1-2 times, creating the per-scanline numbers iteratively as well.

    The only places where this approach doesn't work are where you're clipping against the edge of the display area. Clipped triangles are traditionally an order of magnitude more expensive to render than non-clipped ones. So much so, that terrible tricks are used to avoid them or reduce them to categories of special cases that can be tackled to attempt to avoid reverting to a true clip. For example, many display systems actually create waste RAM in a border around the screen. If a triangle doesn't penetrate the waste area, the rasterizer will go ahead and draw (or pretend to draw) the dummy pixels. It's only in the case where triangles are partly on screen, but go even beyond the dummy area that the hideously expensive render functions are called. Drawing millions of pixels per second that you know the user will never see? That sure points to a problem!

    Enter the circular slice-based display space.

    Here, for every single pixel, you've got to find which bits of a render go through. Essentially, you have to clip against the front and back of every single triangle you render as you calculate each slice. You're taking the worst hit on every single triangle!

    What's even worse is that a single 'frame' (half rotation, assuming the rotating display plane is visible from front and back) consists of just shy of 200 renders. This means you're taking that 1% worst case scenario and repeating it 100% of the time, and repeating it about 200 times per frame. And because you're dealing with an arc for the rotational advancement (remember, computers like even, linear, discrete steps), you're dealing with curved surfaces instead of little cubes and the planes of a view frustum. Essentially, you're looking for the union of an arbitrary material and a stuffed piece of macaroni instead of merely finding the portion that fits within a little box. This makes the checks for pixel penetration several orders of magnitude more expensive and makes it even more expensive to attempt to reuse data from one slice to the next.

    Hee. Plus the display is connected to your PC via SCSI2W, which is also a not-too-minor detail. You've got over 100 million pixels to send across per 'frame'. Even if they're just 1-byte pixels (256 color), and partial updates, that's asking a lot of a dual-channel 20MHz(?) bus.

    Mind, we're still discovering things today which would have sped up rendering on our Commodore 64s. The computational cost will come down over time as more ways are developed for rendering in non-uniform/curved space, and as different spatial representation methods are explored. This is a nifty advance, certainly a step closers than the silly lenticular lens based 3D systems and the layered LCD-over-CRT approaches.

    Still. Think of a ghosty AutoCAD on a 286. Look, but don't touch. We've still got a ways to go before 3D games and movies become a reality.

    But don't get me wrong: It's a neat advancement, and it gives me hope. If I could borrow one, I think I'd make a noisy whirring ghost town snow globe. The shape just begs for it. And I'd love to get cracking on trying to find efficient algorithms for the unusual render space. *sigh.* $60k though. Maybe eBay can help me out on this one in another 20 years.

    --
    Says the RIAA: When you EQ, you're stealing bass!
    1. Re:I see probelms with the approach by Chris+Burke · · Score: 2

      Yeah. No 3D quake with this.

      I agree with the inability to draw non-ghosty objects, since it can't render an opaque voxel, and it can't not render voxels.

      But the performance part wouldn't be that bad. At least, not quite as bad as you suggest. I think. I'm guessing a lot.

      So, let's say you've rendered the scene as a 3d bitmap. If you can solve the storage and bandwidth issues, this is actually nice in a couple ways. Like you don't have to step through 1/z space, since your x and y aren't perspective-adjusted. You're rendering directly into view coordinates. The equations for the gradients are simpler. Okay, that isn't going to help too much, especially considering that you have to render every voxel.

      But one thing that should help is that you don't have to clip to a sphere, or cylinder, or anything abnormal like that. Use a cube. Render a nice 3-d cubic bitmap. Then, for each circle slice, you just have determine which voxels in the bitmap are covered in that slice. That's nice and linear. Your 2-D bounding box would be different on each slice as it tracked the vertical faces of the cube, but those values could be pre-calculated as they are static.

      So while it would certainly be bad, because you can't do any of the nice tricks to reduce the -amount- of rendering, the rendering itself would basically be comprised of the same-ol-stuff, just triangles clipped against 2-d surfaces. Bad, but a problem solveable merely through bandwidth.

      --

      The enemies of Democracy are
  19. how useful is 464^3? by mysticbob · · Score: 2

    since this is spinning, it's not going to be 464^3, but more like refresh_hz*x*y of screen. but, in either case, 100e6 is not so many voxels these days. a more 'reasonable' case might be in the neighborhood of an order of magnitude more - but still hardly enough to do very good aircraft separation, etc. i mean, sure, it's nice and everything, it's 3d, no glasses, etc. but it's not super high res, though 100 million sure sounds like a lot. plus i'll bet that whirring noise thing gets to you like a dentist drill after a while.

  20. topic title change by mysticbob · · Score: 2

    given the way this thing works, shouldn't the title be:

    Science: 3D Visualization Moves In Circles

    ;P

  21. Re:There is also goggle-less flatscreen 3D! by SeanAhern · · Score: 2

    Interesting.

    Obviously, a lot more than 9 distinct views would be nice, but even something as low as 25 would probably be useful.

    If they engineer in the ability to move up and down, this would start being a serious contender.

  22. Re:Finally! by Chris+Burke · · Score: 2

    Um, did you read his post? You know, the one titled "Finally!" that says "I was tired of being told renderings were 3d"...

    He knows this is real 3d, and he's happy about it.

    --

    The enemies of Democracy are
  23. Flat screens -vs- this thing by mindstrm · · Score: 2

    The difference is one is simulated 3d, the other is really 3d.

    You can't change perspective on the flatscreen.. not like a hologram. What you see is what you see, until the software changes it.

    You can't peek around something or shift your point of view by just moving.

    This globe thing, you can look at, walk around, see things as if they were a solid image. Just like a hologram (but with a 360 degree fov of course)

  24. SWEET!! by edrugtrader · · Score: 2

    so when do i get to visit the holodeck?!

    --
    MARIJUANA, SHROOMS, X: ONLINE?! - E
  25. Re:"voxels". by SkulkCU · · Score: 2

    I'm just having 'fun with karma' :)

    It's amazing that the cap has really removed any incentive to post quality for me.

    I'm about an hour away from starting even more accounts, except I'm convinced that qualifies as some sort of illness.

    --
    .sig last updated Jan. 14, 2000
  26. Resolution by ZigMonty · · Score: 2

    Everyone keeps saying that its resolution is about 464*464*464. It's not. Check the specs. It's 768*768 by 198 sections. The section facing you will have a resolution of 768*768, which isn't that bad. The four bit colour is a bit crap though. I look forward to watching where this tech goes. Looks cool.