Path: chuka.playstation.co.uk!news From: Christoph Luerig Newsgroups: scee.yaroze.freetalk.english Subject: Re: Tomb Raider 3 Date: Fri, 27 Nov 1998 14:19:55 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 129 Message-ID: <365EA6FA.AFC0B80E@immd9.informatik.uni-erlangen.de> References: <365BF45C.5D2B@bristol.ac.uk> <365C2DD9.4730@manc.u-net.com> <365C956A.FCF@manc.u-net.com> <365D2754.735F01CC@immd9.informatik.uni-erlangen.de> <365DAACC.397E@manc.u-net.com> NNTP-Posting-Host: faui90.informatik.uni-erlangen.de Mime-Version: 1.0 Content-Type: multipart/alternative; boundary="------------4DF368B0154B626DA849A235" X-Mailer: Mozilla 4.04C-SGI [en] (X11; I; IRIX 6.3 IP32) --------------4DF368B0154B626DA849A235 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Hi James! No problem. By the way, you can use the horizon to orient yourself. I needed a few trials until I got the correct synchronization with my field of view (I made a calculation error initially). It is cylindrical projection effectively. As you may see the the illumination of the scene is also coordinated with the position of the sun. I would be curious how this problem is solved in Kula World. As you may see the horizon in any arbitrary directions there, they would need a horizon parametrization with spherical topology. As the parametrization domains, that can be easily handled are squares, they are probably using a box to provide six parametrization subdomains, that consist of squares (the surfaces of the cube). The horizon image on the sphere is one, one could easily reparametrize to get the six images on the box side (put a box around the sphere and shoot rays from the center of the sphere through the sphere and the box, than you get the correspondence). To generate the horizon you have to render an image from the center of the box (projection center) in the correct viewing direction. The poblem however is, that you initially need to get your image painted onto the sphere. This should be very difficult, if you are not using registered photographs with known focal length. In Kula World I have the feeling, that they are using painted images. If I play this game, I somehow have a funny feeling about the horizon, which is usually an indication, that there is something wrong with it. My guess is, that they took six images which look well in planar and put it onto there horizon cube. If this is the case one should especially notice distortion effects on the corners of this cube. Did any of you notice something similar when plazying this game? James Shaughnessy wrote: > Christoph Luerig wrote: > > Sorry for jumping in. The motivation to do the box pushing around game > > in three dimension was to create a game of imperfect information. You > > can not see the whole level from the beginning, but you have to > > explore it. > > Hi Christoph, > Don't apologise for joining in mate! > A good point about your game - not being able to see the whole > level, so yes it does add something to make the 3D worth it. > I wasn't having a dig at your game -- I was refering to the commercial > desire to make things 3D just for the sake of it (ie. Bomberman) > I have no sense of direction so in the bigger levels in Pandora's > Box I just get lost (but then I get lost in the Manchester Arndale..) > > Later, > Jim > -- > ----------------------------------------- > James Shaughnessy james@manc.u-net.com > http://www.netyaroze-europe.com/~shaughnj > ----------------------------------------- --------------4DF368B0154B626DA849A235 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit Hi James!

No problem. By the way, you can use the horizon to orient yourself. I needed a few trials until I got the correct synchronization
with my field of view (I made a calculation error initially). It is cylindrical projection effectively.  As you may see the the illumination of the scene is also coordinated with the position of the sun. I would be curious how this problem is solved in Kula World. As you may see the horizon in any arbitrary
directions there, they would need a horizon parametrization with spherical topology. As the parametrization domains, that can be easily handled are squares, they are probably using a box to provide six parametrization subdomains, that consist of squares (the surfaces of the cube). The horizon image
on the sphere is one, one could easily reparametrize to get the six images on the box side (put a box around the sphere and shoot rays from the center of the sphere through the sphere and the box, than you get the correspondence). To generate the horizon you have to render an image from the center of the box (projection center) in the correct viewing direction. The poblem however is, that you initially need to get your image painted onto the sphere. This should be very difficult, if you are not using registered photographs with known focal length. In Kula World I have the feeling, that they are using painted images. If I play this game, I somehow have a funny feeling about the horizon, which is usually an indication, that there is something wrong with it. My guess is, that they took six images which look well in planar and put it onto there horizon cube.  If this is the case one should especially notice distortion effects on the corners of this cube.
Did any of you notice something similar when plazying this game?

James Shaughnessy wrote:

Christoph Luerig wrote:
> Sorry for jumping in. The motivation to do the box pushing around game
> in three dimension was to create a game of imperfect information. You
> can not see the whole level from the beginning, but you have to
> explore it.

Hi Christoph,
Don't apologise for joining in mate!
A good point about your game - not being able to see the whole
level, so yes it does add something to make the 3D worth it.
I wasn't having a dig at your game -- I was refering to the commercial
desire to make things 3D just for the sake of it (ie. Bomberman)
I have no sense of direction so in the bigger levels in Pandora's
Box I just get lost (but then I get lost in the Manchester Arndale..)

Later,
Jim
--
-----------------------------------------
James Shaughnessy    james@manc.u-net.com
http://www.netyaroze-europe.com/~shaughnj
-----------------------------------------

 

 

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