That doesn't mean that they couldn't interpolate rough aggregates of data points, then use those to plaster bumpmaps over. While it wouldn't be identical to the real thing, the rough geometry would make the game a faithful reproduction.
CMM's capture way too many points to be used in games. Unless you're using those points to build polys, they wouldn't be usefull for videogames anyways. To do a museum rendering, they'll most likely use nurbs, rather than polys; useless for video games at the current state of home processing technology. Tessalation, normal mapping, bumpmaps and all of that are just use to make flat textures look like they have dimension. With these point clouds, you're already starting off with that.
@VCat2006 you mean, spend tens up tens of thousands on state of the art scanning hardware and then reduce the point count for a game? it's that kind of thinking that would keep us using ZX spectrums. the scanners can already do it, the rendering engines, graphics and CPU processors need to catch up. not the other way around
using something like this in a computer game would make the meshes look incredibly realistic. but it'd also nail the living shit out of the lighting engines, physics and things like that, putting orders of magnitude more load on the processors and ram. then you'd have to find an equally varying skin pack to dress it to make the most out of it.
I've been looking for an image from one of these! They're 3D laser scanners made by people like Leica. It's basically a very expensive (tens of thousands) laser range finder on a tripod, which can move the beam from side to side and up and down. So it scans one distance, increments the beam over a mm, scans the next and so on until it's taken milions of measurements. that's the result. An extremely accurate 3D map, down to tiny details.
@sippix
That doesn't mean that they couldn't interpolate rough aggregates of data points, then use those to plaster bumpmaps over. While it wouldn't be identical to the real thing, the rough geometry would make the game a faithful reproduction.
KIINZEY 10 months ago
CMM's capture way too many points to be used in games. Unless you're using those points to build polys, they wouldn't be usefull for videogames anyways. To do a museum rendering, they'll most likely use nurbs, rather than polys; useless for video games at the current state of home processing technology. Tessalation, normal mapping, bumpmaps and all of that are just use to make flat textures look like they have dimension. With these point clouds, you're already starting off with that.
sippix 11 months ago
counterstrike anyone? :D
nylandones 1 year ago
LIDAR. Light Detection and Ranging. It was used in the movie Deja Vu to make the camera moves into the homes when looking threw the "FUTURE WINDOW"
FroggyVector 1 year ago
@lexichronicle2 I didn't mention color, but now that you mention it, this laser scan is monochrome. Where are the textures?
VCat2006 1 year ago
@VCat2006 you mean, spend tens up tens of thousands on state of the art scanning hardware and then reduce the point count for a game? it's that kind of thinking that would keep us using ZX spectrums. the scanners can already do it, the rendering engines, graphics and CPU processors need to catch up. not the other way around
lexichronicle2 1 year ago
@lexichronicle2 You only have to load enough detail. Maybe hardware tessellation of modern cards can simplify that data as it can generate detail.
VCat2006 1 year ago
using something like this in a computer game would make the meshes look incredibly realistic. but it'd also nail the living shit out of the lighting engines, physics and things like that, putting orders of magnitude more load on the processors and ram. then you'd have to find an equally varying skin pack to dress it to make the most out of it.
lexichronicle2 1 year ago
I've been looking for an image from one of these! They're 3D laser scanners made by people like Leica. It's basically a very expensive (tens of thousands) laser range finder on a tripod, which can move the beam from side to side and up and down. So it scans one distance, increments the beam over a mm, scans the next and so on until it's taken milions of measurements. that's the result. An extremely accurate 3D map, down to tiny details.
lexichronicle2 1 year ago
is dust 2 xD
Catal1zt 2 years ago