Following AMD's Cinema 2.0 event in San Francisco, Jules Urbach demonstrates some follow-up technology that was unreleased. He introduces LightStage, a unique technology that brings an even higher ...
Following AMD's Cinema 2.0 event in San Francisco, Jules Urbach demonstrates some follow-up technology that was unreleased. He introduces LightStage, a unique technology that brings an even higher level of realism to digital content creation.
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Imagine buying a game in 2018, made in 2010, yet it's at the cutting edge of graphics.. The game designer would only need to rerender and recode the game as the content was future proof..
So you'd be able to buy a cult classic game that looked worlds beyond the original. It's a win for both fans and game designers.
I've played games that use voxel rendering. Back in the day Comanche used them. Crysis uses a Voxel based terrain generating system and converts it to poly. For now voxel is most applicable in movies, but we don't know how games of the future will look.
Data can be converted from one format to another. I guess it depends on the direction of game engines to what data form you start with. The big issue with Voxel's is memory and associated memory latency.
procedurally DX 11 can generate complex geometry out of relatively sparse data sets
A DX11 hardware tessellator's will be using patches for curves or regions, not just triangles, but quads. Tessellation can also generate lines for hair.
The direction is to photo realistic games so starting from a very high data set is a no brainer. Patches can be extracted from such high quality data sets as are used in light stage.
your right, but you know how the industry is... the'll eventually have an american idol audition... just to get people in this... joking.. but you know .. in your local news paper.. come be in a movie!! then when you get there its a light stage head thing awaiting you and a signature l... amazing yet scary future..
Autoshare makes certain YouTube activities public on the services you choose. Select only the services you are comfortable with - like Facebook, Twitter, or Google Reader - to let your friends know what you like on YouTube. You can turn Autoshare off at any time.
So you'd be able to buy a cult classic game that looked worlds beyond the original. It's a win for both fans and game designers.
Data can be converted from one format to another. I guess it depends on the direction of game engines to what data form you start with.
The big issue with Voxel's is memory and associated memory latency.
A DX11 hardware tessellator's will be using patches for curves or regions, not just triangles, but quads. Tessellation can also generate lines for hair.
The direction is to photo realistic games so starting from a very high data set is a no brainer. Patches can be extracted from such high quality data sets as are used in light stage.