State of 3d Graphics on Wireless Devices
An anonymous reader writes "This
Computer Graphics World Magazine article
discusses the current and future state of 3d graphics on wireless platforms. Apparently Japan is ahead of the game with a relatively standardized 3d render engine. Seems like the main use is for 3d virtual pets and the standard sort of games one might expect. What I'm waiting for is what I believe to be the next step; the one described in, oh, so many sci-fi novels... a personality for my handheld! Imagine, if you will, a
personalized avatar or something that can interact with you and perhaps assist you in your daily endevours (with a touch of attitude?).."
How about they build reasonable networks in the US first! Half the time when I ask "Can you hear me now?" I get a "what?" in reponse.
Keep your 3d graphics, give me a phone that works well and consitantly first.
Until computers/processors begin to approach the complexity of the human brain, you can forget about ...a personality for my handheld! unless you're willing to settle for a souped-up 3D cousin to Clippy(tm).
The level of present 'chatterbots' doesn't even live up to their lowly title.
See www.chatterboxchallenge.com and cry for real AI
until I get a personality like the guy in Mona Lisa Overdrive, or at least the librarian from Snowcrash.
My sister works on the Avatar technology that is mentioned in this article (at Haptek), and I must say that it is pretty stunning in real life. I haven't seen it on the handhelds, but using it on the PC is pretty damn good looking - much higher res and more believable mouth movement for speech than I have seen anywhere else. And I must say that it is always fun to have it try and pronounce impossible words :) When I first saw it, it definitely made me flash to "Snow Crash".
First Falcon-1 to orbit, then Falcon-9. Then I can die a happy man.
Apparently Japan is ahead of the game with a relatively standardized 3d render engine.
OpenGL is perfectly suited to 3D rendering on handelds, with the caveat that software rendering for OpenGL, which is to say, Mesa, has not been seriously optimized for this purpose. This is only because there hasn't been much manpower focussed on the job, to date. What's needed is some more thinking like this.
After all, it's just a matter of programming.
Have you got your LWN subscription yet?