
| Key: |
VWR-7678
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| Type: |
Meta Issue
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| Status: |
Open
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| Priority: |
Major
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| Assignee: |
Unassigned
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| Reporter: |
Yichard Muni
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| Votes: |
10
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| Watchers: |
3
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avatars really need to be remake (see VWR-1258, VWR-7630) due to old technology and need for better rendering and better performances.
Avatars are made from a mesh of triangles, and this poses many problems, that using NURB technology would solve.
(definitions: Meshes are shapes which are defined by point coordinates and triangular faces, on which textures are applied. A mesh rendering is independent of distance. NURBs are shapes which are defined by a mathematical equation (polynomial). When rendering, a NURB is transformed in a triangle mesh (tesselation) where there are many triangles for close shapes or sharp curves, and less triangles for far shapes or flat surfaces.)
discussion:
Pros:
-NURB rendering automatically accounts with the distance: a far avatar would have less triangles than a close one (less lag inducing) while a very close av would keep a very smooth shape, without showing angular or blocky shapes. This would make impostor useless (VWR-7630) or the NURB renderer could cosider that a far av is "flat", making it equicalent to an impostor.
-there would be much more freedom for body shapes, without making body parts loking angular or overstretched (VWR-1258)
-on the reverse when body shapes are smaller, rendering would use much less triangles than the equivalent mesh.
Cons:
probably, at the most common distance, NURB would use more CPU power than the equivalent meshes, but this is a case among others, for instance when we speak with 1-2 persons at a distance of 2-3m. But this situation is not the most lag-prone. In the most laggy situations (bals, parties, conferences, concerts, lessons, meetings) we have some very close avs and many more far (5-15m) where NURBS would use much less calculation power than the classical mesh. Anyway far avs could use a simplified "flat" NURB rendering, more or less equivalent to the impostor
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Description
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avatars really need to be remake (see VWR-1258, VWR-7630) due to old technology and need for better rendering and better performances.
Avatars are made from a mesh of triangles, and this poses many problems, that using NURB technology would solve.
(definitions: Meshes are shapes which are defined by point coordinates and triangular faces, on which textures are applied. A mesh rendering is independent of distance. NURBs are shapes which are defined by a mathematical equation (polynomial). When rendering, a NURB is transformed in a triangle mesh (tesselation) where there are many triangles for close shapes or sharp curves, and less triangles for far shapes or flat surfaces.)
discussion:
Pros:
-NURB rendering automatically accounts with the distance: a far avatar would have less triangles than a close one (less lag inducing) while a very close av would keep a very smooth shape, without showing angular or blocky shapes. This would make impostor useless ( VWR-7630) or the NURB renderer could cosider that a far av is "flat", making it equicalent to an impostor.
-there would be much more freedom for body shapes, without making body parts loking angular or overstretched ( VWR-1258)
-on the reverse when body shapes are smaller, rendering would use much less triangles than the equivalent mesh.
Cons:
probably, at the most common distance, NURB would use more CPU power than the equivalent meshes, but this is a case among others, for instance when we speak with 1-2 persons at a distance of 2-3m. But this situation is not the most lag-prone. In the most laggy situations (bals, parties, conferences, concerts, lessons, meetings) we have some very close avs and many more far (5-15m) where NURBS would use much less calculation power than the classical mesh. Anyway far avs could use a simplified "flat" NURB rendering, more or less equivalent to the impostor
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Show » |
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The problem of blocky shapes could be solved by adding more detailed levels of detail for avatars. Doing so is relatively easy.
Cons: Implementing NURBs would be a huge change and require a lot of work for something that may not actually pan out.