Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Tim O'Neil Newsgroups: scee.yaroze.freetalk.english Subject: Re: Image Based Rendering Date: Thu, 07 May 1998 23:34:13 -0400 Organization: @Home Network Member Lines: 26 Message-ID: <35527D35.DB925E4E@home.com> References: <354E0D1A.2C05393B@aol.com> NNTP-Posting-Host: cr785161-a.rchrd1.on.wave.home.com Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Mailer: Mozilla 4.02 [en]C-AtHome0402 (Win95; U) Christoph Lürig wrote: > > Hello all! > > I would be very interested if some console companies are considering to > implement concepts for image based rendering (like the Lumigraph concept > presented on SIGGRAPH 96 I think) including hardware support. I am > asking this, because I have an architetural application in mind, that > was presented on the last IEEE VRAIS, where the scene, that was out of > an actual room, but could be seen through an open door or passway, was > rendered as a lumigraph. On one hand this could be quite useful for some > situations, as rendering time is not influenced by scene complexity > here, but the problem is to keep memory consumption low. I would be > interested if somebody knows if this concept is taken into serious > consideration or perhaps on the other hand is definitively rejected. > > Christoph Lürig Admittedly I am not familiar with the implementation of lumigraphs, but a few days ago, John Carmack mentioned in his .plan file that he had attempted to implement lumigraphs for his 'under development' Quake3 engine. He basically conceeded that the requirements for a quake level would be in the order of gigabytes in regards to storage. Not sure if this helps, but I think its a little relevant. (check out www.planetquake.com under their quakefinger section to see the actual reference)