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Article #66554

Re: New 3D Game Rendering Method

#66554
From: Jyrki.Al... Jyrki Alakuijala
Date: Tue, 19 Nov 1996 00:00
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>> For a long time, I have felt that the existing 3D rendering methods are
>> inefficient (especially for interactive games) and that a better,
>
>You seem to be describing raycasting. BTW, which is not really that
>revolutionary.  Pretty screenshots, though.

I saw it differently. I guess that the algorithm uses stripes of
texture elements which are somehow splatted on the screen (in back
to front order probably). He refers to "lines of pixels" in his 
explanation. I feel that we have to transfer into splatting type 
of algorithms in rendering of scenes with complex structure, high 
antialiasing requirements, lots of translucency and high texture 
content. I am pleased to hear about new approaches such based on 
"lines of pixels", whatever it means :-) Triangles are good for
a lot, but, I feel, that they are not the ultimate solution for
the most complex renderings. What favorable characteristics does a
triangle have if it is just 5 pixels in size?

--Jyrki Alakuijala
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From: Jyrki.Al...@dosetek.varian.com (Jyrki Alakuijala)
Subject: Re: New 3D Game Rendering Method
Date: 1996/11/19
Message-ID: <56slaj$kph@idefix.eunet.fi>
X-Deja-AN: 197451249
references: <328FCA2B.6517@faza.win.net> <01bbd5de$e8e68ca0$0300a8c0@caladium.lw.net>
organization: Varian-Dosetek Oy, Research department
newsgroups: comp.sys.ibm.pc.hardware.video,comp.graphics.algorithms,comp.graphics.rendering.misc,comp.sys.ibm.pc.demos,comp.graphics.api.misc,comp.sys.ibm.pc.games,comp.sys.ibm.pc.games.action,comp.graphics.misc,rec.games.programmer,comp.sys.ibm.pc.games.misc,alt.3d
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