[Papervision3D] Perspective texturing, level of details and mouse interaction

Alexander Zadorozhny alexander.zadorozhny at gmail.com
Mon Mar 26 09:36:53 EST 2007


Thanks for all your comments!

I had much fun creating that demo, and I'm very glad you enjoyed it too.
Your appreciation is really inspiring!

Creative Dude,
Regarding slide with level-of-detail following the mouse movement, I
doubt that texturing it in its current state would result in anything
worthwhile, it's not the quality you'd notice under mouse, but
distortions away from it.
On the other hand, it may be possible to combine default texturing
with addtional tesselation in some areas for special visaul effects,
maybe glare or something. I'll try to include something useful on this
topic in the next demo.

Alexander

On 3/26/07, Ralph Hauwert <r.hauwert at gmail.com> wrote:
> Alexander,
>
> That's awesome work you've added. I have been looking at LOD at
> texture level, not geometry level, and I would love to discuss some
> things with you. I'm very busy with a work project today, but I hope
> to come back with a longer email later this week.
>
> Regards,
> Ralph.
>
> On 3/26/07, Creative Dude <creative.dude at gmail.com> wrote:
> >
> >
> >
> >
> > Alexander,  that's an amazing demo! Very clear articulation of your
> > algorithmic approaches, and to me who hasn't yet played with PV3D enough
> to
> > know its texture and performance/level-of-detail limitations, your demo
> was
> > very enlightening!  Even though, I'm not able to contribute in that way to
> > PV3D I am quite thankful for your work and hope that Carlos and the team
> > utilizes your progress in the source.  On my PC I was indeed seeing
> > significant fps increases with the approaches you demonstrated.  I
> > especially was impressed with the level-of detail following the mouse
> > movement (and would like to see an example with a higher-res texture on
> > those triangles which follow the mouse as I think that the interactivity
> of
> > PV3D and ability to make immersive 3D UIs will be what makes it really
> take
> > off.  Thanks again for the clear demo!
> >
> >
> >
> > baz
> >
> >
> >
> >  ________________________________
> >
> >
> > From: Papervision3D-bounces at osflash.org
> > [mailto:Papervision3D-bounces at osflash.org] On Behalf Of
> > Carlos Ulloa
> >  Sent: Monday, March 26, 2007 7:26 PM
> >  To: Papervision3D at osflash.org
> >  Subject: Re: [Papervision3D] Perspective texturing,level of details and
> > mouse interaction
> >
> >
> >
> >
> > Very impressive Alexander. We plan to look into this sometime in the
> future,
> > but looking at your progress, maybe we can try to make an auto
> tessellating
> > plane and start playing with it.
> >
> >  Good job.
> >
> >  C4RL05
> >  // noventaynueve.com
> >  // papervision3d.org
> >
> >
> >
> >
> >
> > On 25/03/07, Alexander Zadorozhny <alexander.zadorozhny at gmail.com> wrote:
> >
> > Hi all!
> >
> >  Three weeks ago I started developing simple board-game in flash,
> >  originally meant to be 2D (originally I started it earlier in
> >  javascript), but later I learned about Sandy and Papervision3d, and
> >  decided to bring third dimention in my game. I chose Papervision,
> >  primarly because of AS3 sources. Being totally new to flash I didn't
> >  want to learn AS2 when newer version of language was available.
> >
> >  As many in this list soon I stumbled upon non-perspective texture
> >  mapping and went on some research on this point that resulted in
> >  following demo:
> > http://away.kiev.ua/flash/quarterplane/QuarterPlaneDemo.html
> >  Briefly, I ended with an algorithm that allows specifying quality of
> >  texturing with maximum allowed texture distortion from "right"
> >  texturing. Specifying 1 pixel margin results in rendering each pixel
> >  not farther than 1 pixel from position it would be rendered with true
> >  perspective texturing - in fact looks pretty good.
> >
> >  Among other things I missed badly in Papervision was ability to
> >  determinate the object under mouse cursor - that forced me make some
> >  changes in rendering process, namely I allowed to parametrize
> >  rendering process with an user callback object, that decides what
> >  objects to draw and what triangles draw, discard or tessellate. So I
> >  can start rendering, discard all triangles but check if triangle
> >  contains examined point. If it contains, it means current object is
> >  under mouse cursor.
> >
> >  The very same concept was used in demo, the callback object serves as
> >  intermediate between geometry and rendering process.
> >
> >  Far from being sure I did it the right way, I think it would be nice
> >  to have similar mechanism in Papervision.
> >
> >  Alexander Zadorozhny
> >
> >  _______________________________________________
> >  Papervision3D mailing list
> >  Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
> >
> > _______________________________________________
> > Papervision3D mailing list
> > Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
> >
>
>
> --
> Ralph Hauwert
> FlashCoder
>
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