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B-rep engines?

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Hi, Just reading up on some geometry/topology stuff and started thinking about objects used in gaming. Still trying to get my mind around boundary representations/data structure layout but was just curious as to whether b-reps are the wave of the future for gaming/rendering engines? Anyone have a sense as to what the state of the art real-time render engine programmers are leaning towards in gaming for representing objects for rendering on commercial level c'puters? Any other useful references/resources to learn more besides the common ones found with a google search? Thanks!

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The future of realtime engines relies mostly on hardware capabilities. DX10 will be very flexible in geometry creation,. but I think the standard mesh/polygon/vertex/pixel dynamic will stay the same. One of the more interesting newer things in geometrical representation is voxels combined with real time geometry tesselations, like the terrain in Crysis..this is perhaps the biggest new step in organic surface modeling in realtime..

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