Re: website WIP
Hi Mark.. Really nice to hear that you are in the groove now ! It surely shows in that cool idea you have for the site.. Looks cool and will be very interesting to follow your development of the site, something to come back to many times.. Thanks for sharing this ! Always nice to see things alive.. Good luck with the rest of it and thanks again.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi all, I finally put some serious work into my site, the expo part is nearing completion - only Abuja has a pop-up portfolio but the rest will follow in a few days. No need to mention that everything 3d was made with Realsoft3d ;) At the end of the hall I'm planning a big room dedicated to Realsoft3d, with lots of free projects and hopefully some new tutorials. And the gaming cellar will be very interesting with lots of boardgame Alchimech material, there's also an entry into a huge cave system... A lot of work to be done but I'm in the groove now. http://www.athanor3d.com/ Expo room of commercial work: http://www.athanor3d.com/expo/expo-overview.html Best regards, Mark H
Re: Point cloud and infinite details in software at 30 fps
Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
Re: Point cloud and infinite details in software at 30 fps
http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
Re: website WIP
Thanks for all the nice comments! I'll keep in mind the suggestions for improvement and hopefully I won't get sidetracked ;) cheers, Mark H
Realflow 5 import
Hi all, For whatever it is worth, since it has been fairly quiet here (except for the nice work from Mark), Realflow 5 mesh animations import without any issues into RS v7. I have not tested the .sd format import/export because my v7 demo save function has expired. Regards, Brandon
3 RS pdf manuals on my Sony e-reader PRS-900
inside http://neuroworld.ws/temp/jsp_rs_on_ebook_.JPG outside in direct sunlight http://neuroworld.ws/temp/jsp_rs_on_ebook_0001.JPG Note : the 2 pictures are blurred not the e-ink, the image of the e-reader is really sharp. It's possible to increase the size of the fonts. Also you can read the .pdf as it is (not reformated) and you can zoom on it. Now I am always carrying RS with me. I just bought the PRS-900 from NewYork because this model is not sold in Canada. Jean-Sebastien Perron www.CombadZ.com
Re: 3 RS pdf manuals on my Sony e-reader PRS-900
As I expected the picture quality looks amazing. How about the refresh rates? Any improvements on that? -Jouni 2010/5/26 Jean-Sebastien Perron j...@neuroworld.ws: inside http://neuroworld.ws/temp/jsp_rs_on_ebook_.JPG outside in direct sunlight http://neuroworld.ws/temp/jsp_rs_on_ebook_0001.JPG Note : the 2 pictures are blurred not the e-ink, the image of the e-reader is really sharp. It's possible to increase the size of the fonts. Also you can read the .pdf as it is (not reformated) and you can zoom on it. Now I am always carrying RS with me. I just bought the PRS-900 from NewYork because this model is not sold in Canada. Jean-Sebastien Perron www.CombadZ.com
Re: 3 RS pdf manuals on my Sony e-reader PRS-900
Refresh rate? What refresh rate? Changing a page or panning inside a zommed pdf : 0.5 frames per seconds. It's really slow. I don't use my printer anymore, In Ubuntu I print to .pdf directly to my e-reader. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 11:55 AM, Jouni Hätinen wrote: As I expected the picture quality looks amazing. How about the refresh rates? Any improvements on that? -Jouni 2010/5/26 Jean-Sebastien Perronj...@neuroworld.ws: inside http://neuroworld.ws/temp/jsp_rs_on_ebook_.JPG outside in direct sunlight http://neuroworld.ws/temp/jsp_rs_on_ebook_0001.JPG Note : the 2 pictures are blurred not the e-ink, the image of the e-reader is really sharp. It's possible to increase the size of the fonts. Also you can read the .pdf as it is (not reformated) and you can zoom on it. Now I am always carrying RS with me. I just bought the PRS-900 from NewYork because this model is not sold in Canada. Jean-Sebastien Perron www.CombadZ.com
Re: Point cloud and infinite details in software at 30 fps
Hi Jean-Sebastien Ah ok.. Thx for the links and the explanation..! Looks really promising.. I just hope the big boys on the market (that dont want to lose their position they have...) will not try to do what they always try to do buy out the competion and their assets and dump it.. ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
The End
That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: The End
Hi Neil, Yes - Vista Sucks. In the past I downgraded to XP Pro every time, however I would now have to recommend Windows 7. Its as good if not better than XP - basically what Vista should have been. Very light on the system and I find its a joy to work with ... Aidan On 26 May 2010 22:17, Neil Cooke ne...@xtra.co.nz wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
RE: The End
Yes, I agree.. I run Win7 64 bit for a few months now and it's very solid IMHO! Robert -Oorspronkelijk bericht- Van: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] Namens aidan o driscoll Verzonden: woensdag 26 mei 2010 23:52 Aan: user-list@light.realsoft3d.com Onderwerp: Re: The End Hi Neil, Yes - Vista Sucks. In the past I downgraded to XP Pro every time, however I would now have to recommend Windows 7. Its as good if not better than XP - basically what Vista should have been. Very light on the system and I find its a joy to work with ... Aidan On 26 May 2010 22:17, Neil Cooke ne...@xtra.co.nz wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: The End
Hi Aidan, I hear you on the Win7 but that leaves a remaining issue with the software I have which Vista and Win7 will not recognise or will slow down to unacceptable speeds. My son-in-law does this stuff for major companies and reckons Win7 is heaps better than Vista but still not what I have become used to with XP. No matter, a very small issue. XP does it for me, so a simple reload it's not like I'm killing my production ... but yes, will wait until I've finished a couple of majors before sorting it, Lol. Thanks for your words. N :-) From: aidan o driscoll aidan...@eircom.net To: user-list@light.realsoft3d.com Sent: Thu, 27 May, 2010 9:52:10 AM Subject: Re: The End Hi Neil, Yes - Vista Sucks. In the past I downgraded to XP Pro every time, however I would now have to recommend Windows 7. Its as good if not better than XP - basically what Vista should have been. Very light on the system and I find its a joy to work with ... Aidan On 26 May 2010 22:17, Neil Cooke ne...@xtra.co.nz wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N.
Re: Point cloud and infinite details in software at 30 fps
It sounds nice but they say it's the future of gaming graphics which is totally false. It looks nice on static scenes but updating bsp-tree voxel (point cloud, whatever) structures is very very heavy on your cpu, so any kind of interactivity is basically impossible to implement. I'm all in for voxels in games but storing them in tree structures is just dead end (all the scenes in the example videos were static too, so I guess they know the problem). Bsp-trees are better with polygons, because the amount of transformed data is so much smaller. Cheers! Jouni 2010/5/26 Jean-Sebastien Perron j...@neuroworld.ws: http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
Re: Point cloud and infinite details in software at 30 fps
You are right Jouni But it's possible to transform massive amount of point really fast. There are tons of documents on the internet (transform only 4 points then interpolate to place points (like a line algorithm) ). These techniques are used in the medical field. As for updating the octree, the problem has not yet been solved. Maybe all the scenery can be done with raycasting+octree and everything else with polygon. The best way for now is the Reyes algorithm (renderman). Subdivision + displacement mapping + dicing. Renderman convert everything to pointcloud then render thoses points (many per pixels). I suspect RS is using a similar technique in some ways. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 06:54 PM, Jouni Hätinen wrote: It sounds nice but they say it's the future of gaming graphics which is totally false. It looks nice on static scenes but updating bsp-tree voxel (point cloud, whatever) structures is very very heavy on your cpu, so any kind of interactivity is basically impossible to implement. I'm all in for voxels in games but storing them in tree structures is just dead end (all the scenes in the example videos were static too, so I guess they know the problem). Bsp-trees are better with polygons, because the amount of transformed data is so much smaller. Cheers! Jouni 2010/5/26 Jean-Sebastien Perronj...@neuroworld.ws: http://unlimiteddetailtechnology.com/ It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a sparse octree. Sparse Octree is only a way of storing the points and searching for them. http://nilo.stolte.free.fr/Octree/oct1.gif For example : An object is inside a cube, this cube is splitted in 8 other smaller cube. These 8 smaller cube are themselves splitted in 8 other smaller cube each. Repeat until you reach the 3d points (or voxels). It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object. The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in Sparse Octree structure. So it's like rendering to full 3D. Jean-Sebastien Perron www.NeuroWorld.ws On 10-05-26 02:45 AM, Beg-inner wrote: Hi Jean-Sebastien.. Thx for the link.. That sounds like a cool way of doing it thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. (if not just another hoax..=) What I am more wondering about, is how will one model and animate these (without slow refreshes..) Or is it all the same principles..in all cases.. John Carmack came up with the MegaTexture thingy prior to working for their upcoming game Rage .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. http://www.youtube.com/watch?v=Q-ATtrImCx4 Jean-Sebastien Perron www.NeuroWorld.ws
Re: The End
When you are ready. Linux will be there for you, as it is for me. Now I'm very very scared N. :-) On Wed, 26 May 2010 22:00:34 -0400, Jean-Sebastien Perron j...@neuroworld.ws wrote: When you are ready. Linux will be there for you, as it is for me. Jean-Sebastien Perron www.NeuroWorld.ws [1] On 10-05-26 05:17 PM, Neil Cooke wrote: That's it, I've had a gutsfull ... as they say down this way. Vista is gonna be gone and XP loaded. Cant afford the time that Vista adds to all keystrokes, even when it does figure out how to execute them. Cant afford the hours spent looking for where it has decided to place files I have created. Cant afford to be without an internal search command that actually can find files. Cant afford to buy the latest versions of all my main software. I need an operating system that operates. Vista does not. N. Links: -- [1] http://www.NeuroWorld.ws