[Papervision3D] In case you're curious about the work going on in Sandy...
Collin Cusce
rafajafar at gmail.com
Tue Jul 24 11:42:00 EDT 2007
I like options. Adding the ability to do something isn't going to harm
anything. It could lead to other things, too. Frustum clipping + z-index
clipping + fog = nice for games.
On 7/24/07, Ralph Hauwert <r.hauwert at gmail.com> wrote:
>
> A little bird told me that someone has been working on frustrum culling
> for pv3d.
>
> I would rather do a sphere three approach for entire objects and it's
> children recursively, then immediatly dive in to triangle level frustrum
> clipping. IMHO, the performance you gain from that is much higher.
>
> As for a triangle clipping (so not culling, which we do in that demo). I
> really don't see the use of doing that in AS3. Triangle splitting is a
> potential cpu hog in AS3. So when we get there, we will have a cam with a
> viewport instead, and let Flash's render handle any clipping that's left to
> be done. Much more efficieent, and if you consider the Flash Drawing API
> renderer as a part of you render pipeline, it strokes very well with
> traditional software rendering engines....it's a mindset I guess.
>
> Ralph.
>
> On 7/24/07, Thomas Pfeiffer <kiroukou at gmail.com> wrote:
> >
> > Hi John.
> > Sorry I haven't follow the, fast!, development of PV3D (busy time as
> > I said :) )
> > Yes you are right that's something like that I was talking about!
> >
> > but in case of frustum clipping, the process in done directly in 3D,
> > and polygon per polygon. In your demo, correct me if I'm wrong, the
> > whole object is culled based on its 2D (screen) representation. That's
> > a bit different. The 2D approach is certainly much faster (so nice
> > idea here! :) ) but can represent a lack of precision depending on
> > what you are trying to do. The frustum culling is really important for
> > a performance boost in large scenes, frustum clipping is totally
> > optionnal. Mainly a test I did expecting a reduction of the distortion
> > effect. And as I said, I'm a bit disappointed on that point.
> >
> > I really need to go back to work, hope you understand what I tried to
> > said (certainly to fast for a basic english writter like me ).
> >
> > Have a nice day.
> > Thomas
> >
> >
> >
> > 2007/7/24, Collin Cusce <rafajafar at gmail.com>:
> > > Sorry, I didnt mean any harm by posting this here... I hope you're not
> > > offended.
> > >
> > >
> > > On 7/24/07, John Grden <neoriley at gmail.com > wrote:
> > > > maybe you can go back with permission and ask? Seems fitting since
> > you
> > > posted on THIS list - I don't think Ralph should bear responsibility
> > to
> > > qualify a quote you posted.
> > > >
> > > >
> > > >
> > > > On 7/24/07, Collin Cusce <rafajafar at gmail.com> wrote:
> > > > > Me neither, I was just quoting with permission. Ask on the Sandy
> > list.
> > > > >
> > > > >
> > > > >
> > > > > On 7/24/07, Ralph Hauwert < r.hauwert at gmail.com > wrote:
> > > > > > Colling,
> > > > > >
> > > > > > Could you elaborate on this sentence ?
> > > > > >
> > > > > > "Pv3d is drawing the faces that are finally not drawn (clipped
> > as Tim
> > > says by flash directly), but it is a waste of time."
> > > > > >
> > > > > > Not sure what it means...
> > > > > >
> > > > > > Regards,
> > > > > > Ralph.
> > > > > >
> > > > > >
> > > > > >
> > > > > > On 7/24/07, Collin Cusce < rafajafar at gmail.com> wrote:
> > > > > > > >From Thomas Pfeiffer, main Sandy Developer - "Well you can
> > directly
> > > do the clipping in 2D and do the clipping against the viewport
> > rectangle,
> > > but it appears a bit too late in the rendering process. In case we can
> > have
> > > a real perspective texture mapping, the clipping in 3D against
> > frustrum
> > > planes in ncessary. I hope to get that in the future. It allows us to
> > cull
> > > the polygons that arent in the frustum. We can cull the whole object
> > through
> > > its bounding volumes, but not the polygons. The clipping against the
> > frustum
> > > helps to cull the faces from the display process.
> > > > > > >
> > > > > > > Pv3d is drawing the faces that are finally not drawn (clipped
> > as Tim
> > > says by flash directly), but it is a waste of time."
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > On 7/24/07, Jake Lewis <jakelewis3d at gmail.com> wrote:
> > > > > > > > I'm not sure I see the need for clipping against the sides
> > of the
> > > frustum in 3D as Flash will surely do this during the bitmapfill in
> > 2D.
> > > Culling yes, as this will speed normal transform and sorting.
> > > > > > > >
> > > > > > > > Clipping against the near plane of the frustum is vital for
> > 3D
> > > environments as any textured vertex that is on or near the vertical
> > plane of
> > > the camera will be transformed to infinity thus pulling the visible
> > texture
> > > with it.
> > > > > > > >
> > > > > > > > Jake
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > On 7/24/07, Collin Cusce < rafajafar at gmail.com> wrote:
> > > > > > > > >
> > > http://kiroukou.media-box.net/demos/sandy/clippingDemo1/
> > > > > > > > >
> > > > > > > > > Some demos are being made as the project becomes less and
> > less
> > > alpha and more and more beta. I will post in the MrDoob speed test
> > thread
> > > the results Sandy has.
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > On 7/24/07, John Grden < neoriley at gmail.com> wrote:
> > > > > > > > > > very cool guys!
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > On 7/23/07, Collin Cusce < rafajafar at gmail.com> wrote:
> > > > > > > > > > >
> > > http://www.petitpub.com/labs/media/flash/sandy3/docs/
> > > > > > > > > > >
> > > _______________________________________________
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> > > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > --
> > > > > > > > > > [ JPG ]
> > > > > > > > > >
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> > > > > > > > > >
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> > > > > > >
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> > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > --
> > > > > > Ralph Hauwert
> > > > > > _______________________________________________
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> > > > > >
> > > > > >
> > > > >
> > > > >
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> > > >
> > > >
> > > >
> > > > --
> > > > [ JPG ]
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> > >
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>
>
> --
> Ralph Hauwert
> _______________________________________________
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>
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