Originally posted by: Cat
You can't use Truform with Doom 3's shadow volume generation. The potential silhouette edges are calculated on the CPU. Anyway, play the alpha if you get the chance. You don't notice the polygonal silhouettes. The animators have done a top-notch job as well.
The next big step in graphics will be a step back...to ray-tracing. Polygons, by their nature, have straight edges, so you use smaller and smaller ones to make things look smooth. Ray-tracing would solve that by removing polygons from the equation
You're thinking of NURBS (Non-Uniform Rational B-Splines) not ray tracing. NURBS or splines offer a different approach to representing geometry than polygons. Actually, its the shaders that will transition games to the next graphics level.
Good explanation, rbV5 (do you work with 3D animation?). NURBS and splines will definitely not be the future of games...animation with them is simply too hard. Plus, they are more computationally intensive then a similar-looking high-polygon model. NURBS have their advantages, but port-ability into games is not one of them.
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