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TopicHey programming people; is it possible to render a hologram onto a texture?
Sahuagin
09/27/18 11:16:12 PM
#8:


Lokarin posted...
Consider reflections in games. The easiest way to do them is to clone the terrain and flip it on the other side of the mirror.... very VERY few (virtually none) do reflections via radiosity.

when you say "radiosity" are you using that term to mean something specific or you're just using words that sound vaguely like what you're trying to describe?

"cloning the terrain" doesn't really sound like the right way to describe a reflection effect (it's close I guess). I haven't implemented a reflection before but it would I think use the same geometry with some kind of geometrical transformation applied, so that you'd see the same thing from a different angle, and then it would be rendered to a sub-region of the screen.

it sounds like maybe you're asking for real-time ray tracing? at some point it starts to be "six of one, half dozen of the other". 3d rendering works by (very roughly speaking) transforming models and drawing them on to a 2d surface, keeping track of whether the pixels being drawn should or should not be drawn on top of the previous pixels (z-buffering).

ray-tracing sort of works in reverse: for each pixel in the resulting image, figure out what color it should be by following the path a light ray would have taken to get there, keeping track of everything that was hit along the way, and using various math formulas to compute how they should affect the color. if a ray cast from the pixel immediately hits a red object, then it should be red. if it goes off into space, then it should be the background. etc.

ray tracing is traditionally very slow, though if you google it you can find some modern examples of real-time ray tracing:
https://www.youtube.com/watch?v=J3ue35ago3Y" data-time="


I guess basically you need to be more specific
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