• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
pabloreda

Experiment in representation of 3D objects

5 posts in this topic

Experiment in representation of 3D objects

Testing alternatives to the representation of 3D objects found a different way to vectors, points and voxels.
At first the idea seems too simple and restrictive, but let's see what happens.

The basic idea is to use 6 images, one for each side of the cube, and save these images point height.

The current implementation uses 3 256x256 images saved at each point (4 bytes), the minimum, maximum and there is room for two separate colors (palette).

The test did not make sense because the bitmap go to locate the points is what I'm trying to avoid but I wanted to see how it looks.
I lack the rasterization implement this structure or the intersection of a ray in order to draw solid.
I can calculate the normal using adjacent points although not sure that's a good idea.
The bitmaps are uncompressed, I want to finish the ray tracer first, maybe the search to locate the point on the screen resulting in any way to compress this point.

Any idea or help are welcome !!

all the source is open in my site.
1

Share this post


Link to post
Share on other sites
Take a look here: Chapter 21. True Impostors
[url="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html"]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html[/url]
0

Share this post


Link to post
Share on other sites
I have seen a whitepaper describing a technique almost the same as you describe - except they used 6 single-channel images, instead of 3 dual-channel ones. They then rendered the objects as cubes / rectangular-prisms, with a pixel shader that ray-marched into the 6 textures. Unfortunately I can't remember the name of that paper...

Here's spacerat's link in whitepaper form: http://www.ericrisser.com/stuff/Rendering3DVolumesUsingPerPixelDisplacementMapping.pdf
And some other papers along similar lines:
http://moving.lsi.upc.edu/papers/ORIs.pdf
http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf
0

Share this post


Link to post
Share on other sites
I have actually already experimented to use this method. It solves well for objects with large solid areas (buddha below). However, it seems not well suited for trees and plants. Problems occur for small thin areas of the object that are only a few pixels thick.

[img]http://s11.postimage.org/6eqhb5pnn/buddha_6_side_impostor.png[/img]

[img]http://s17.postimage.org/5k0rqqgbj/6_side_impostor.png[/img] Edited by spacerat
0

Share this post


Link to post
Share on other sites
Nice work Sven,

The dog in the paper look good.
I see in the paper the code is like Ray marching, I hope found a more direct intersection but i don't know the previous work.

the link of you sign is not correct... voxels.blogspot.com

thank's again
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0