
| Key: |
VWR-7678
|
| Type: |
Meta Issue
|
| Status: |
Open
|
| Priority: |
Major
|
| Assignee: |
Unassigned
|
| Reporter: |
Yichard Muni
|
| Votes: |
10
|
| Watchers: |
3
|
|
If you were logged in you would be able to see more operations.
|
|
|
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
|
|
Description
|
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
|
Show » |
made changes - 13/Nov/08 11:05 AM
| Field |
Original Value |
New Value |
|
Workflow
|
jira-2007-12-22a
[ 56627
]
|
jira-2008-11-14
[ 63709
]
|
made changes - 13/Nov/08 11:25 AM
|
Workflow
|
jira-2007-12-22a
[ 63709
]
|
jira-2008-11-14
[ 70662
]
|
made changes - 13/Nov/08 04:46 PM
|
Workflow
|
jira-2008-11-14
[ 70662
]
|
jira-2008-11-14a
[ 92191
]
|
made changes - 13/Nov/08 05:05 PM
|
Workflow
|
jira-2008-11-14
[ 92191
]
|
jira-2008-11-14a
[ 98896
]
|
made changes - 13/Nov/08 05:13 PM
|
Workflow
|
jira-2008-11-14
[ 98896
]
|
jira-2008-11-14a
[ 101956
]
|
made changes - 13/Nov/08 05:25 PM
|
Workflow
|
jira-2008-11-14
[ 101956
]
|
jira-2008-11-14a
[ 106468
]
|
made changes - 13/Nov/08 05:50 PM
|
Workflow
|
jira-2008-11-14
[ 106468
]
|
jira-2008-11-14a
[ 115311
]
|
made changes - 13/Nov/08 06:13 PM
|
Workflow
|
jira-2008-11-14
[ 115311
]
|
jira-2008-11-14a
[ 123831
]
|
made changes - 13/Nov/08 06:31 PM
|
Workflow
|
jira-2008-11-14
[ 123831
]
|
jira-2008-11-14a
[ 130594
]
|
made changes - 13/Nov/08 06:55 PM
|
Workflow
|
jira-2008-11-14
[ 130594
]
|
jira-2008-11-14a
[ 139714
]
|
|