When games people talk about using voxels (usually for representing landscape) aren't they really often talking about height fields and optimized height field rendering? I've always been a bit fuzzy on this.
And what was up with "voxel-based" characters in westwood's Blade Runner game a few years back?
Dr. Pollack: What approaches do you see for injecting aesthetic considerations into your automated evolutionary design research? E.g. not only creating structurally sound bridges, but aesthetically pleasing ones as well. Working interactive selection into the fitness function limits population size and number of generations [Sims/Latham], but psychovectors [Furuta] seem to predetermine "goodness".
This sort of thing might hit a bit closer to home for those of you who, like me, have wrist problems that may make mouse and keyboard more and more painful to use. The latest dragon speech recognition software allows you to simply "speak" a link to click on it (of course you have to be using IE...) But as more sites move from text to images for navigation... you see the problem.
The Pixar mini-movie of the chess dudes is from when? 1996? Several years old and many generations old in terms of animation technology.
It won the animation academy award in what, '97? I'm not sure that Pixar's "animation technology" has really changed by "generations" since "Geri's Game". They've been working on refining stuff like cloth and hair, but their renderer and animation system are still pretty much the same as two years ago... and they STILL use Alias PA for modelling... SOOO mid-nineties:)
You are comparing the best that Square has to offer against Pixar's first pieces of work.
"Geri's Game" was Pixar's most recent of what, something like a dozen or more short films they've made over the past dozen years... If Pixar really wanted to have a few dozen artists make a couple photoreal faces like Square's, I'm pretty sure they could swing it.
>anyone involved in the real world can tell you that linux/xeon is the only way to go for rendring and 3d animation/modeling.
Except for that little problem with almost none of the "real world" modeling/animation/rendering software having been ported to linux yet... (e.g. Pixar's) or that niggling detail of minimal support for 3d hardware acceleration in a window.
Other than that, yeah, Linux ROCKS for 3D content development...
In a year or so, a typical gaming machine will be able to represent environments and characters so complex that it will take *extremely* large design teams to fill the content pipe using traditional methods. What are your thoughts on the necessity and possibility of meta-design tools? (e.g. level generators, parametric character traits, etc)
When games people talk about using voxels (usually for representing landscape) aren't they really often talking about height fields and optimized height field rendering? I've always been a bit fuzzy on this.
And what was up with "voxel-based" characters in westwood's Blade Runner game a few years back?
Dr. Pollack: What approaches do you see for injecting aesthetic considerations into your automated evolutionary design research? E.g. not only creating structurally sound bridges, but aesthetically pleasing ones as well. Working interactive selection into the fitness function limits population size and number of generations [Sims/Latham], but psychovectors [Furuta] seem to predetermine "goodness".
This sort of thing might hit a bit closer to home for those of you who, like me, have wrist problems that may make mouse and keyboard more and more painful to use. The latest dragon speech recognition software allows you to simply "speak" a link to click on it (of course you have to be using IE...) But as more sites move from text to images for navigation... you see the problem.
The Pixar mini-movie of the chess dudes is from when? 1996? Several years old and many generations old in terms of animation technology.
:)
It won the animation academy award in what, '97?
I'm not sure that Pixar's "animation technology" has really changed by "generations" since "Geri's Game". They've been working on refining stuff like cloth and hair, but their renderer and animation system are still pretty much the same as two years ago... and they STILL use Alias PA for modelling... SOOO mid-nineties
You are comparing the best that Square has to offer against Pixar's first pieces of work.
"Geri's Game" was Pixar's most recent of what, something like a dozen or more short films they've made over the past dozen years... If Pixar really wanted to have a few dozen artists make a couple photoreal faces like Square's, I'm pretty sure they could swing it.
>anyone involved in the real world can tell you that linux/xeon is the only way to go for rendring and 3d animation/modeling.
Except for that little problem with almost none of the "real world" modeling/animation/rendering software having been ported to linux yet... (e.g. Pixar's) or that niggling detail of minimal support for 3d hardware acceleration in a window.
Other than that, yeah, Linux ROCKS for 3D content development...
In a year or so, a typical gaming machine will be able to represent environments and characters so complex that it will take *extremely* large design teams to fill the content pipe using traditional methods. What are your thoughts on the necessity and possibility of meta-design tools? (e.g. level generators, parametric character traits, etc)