[sldev] AWG: Geometric Content Creation
Lawson English
lenglish5 at cox.net
Sun Oct 28 15:05:19 PDT 2007
Mark Burhop wrote:
>
> > For the concrete people, "Collada"
> > < http://en.wikipedia.org/wiki/COLLADA> anyone?
> I think the major issue that immediately comes to mind with AMOs
> (Arbitrary Mesh Objects for those of you keeping score at home) is
> bandwidth. Prims are exceptionally lean on bandwidth. Mesh models
> tend
> to be heavy.
>
> Yes- being able to stream geometry across the wire with as few bytes
> as possible is really important. I like the compactness of the current
> prims.
>
> So while I think meshes are often the only practical option for some
> things, I do think a future architecture could do a lot more with
> "analytics" that it does now.
>
> Consider a simple box with an arbitrary cylindrical hole in it.
> Comunicating that takes very few bytes. Creating one today in SL
> today is hard (except for a few special cases).
>
Various folks have talked about geometric geometry. The ability to do
boolean combinations on prims would go a long way to addressing these
issues. The REAL issue is the very long term, where Intel's call for
raytracing to replace more traditional 3D rendering comes into play.
Standard prims, I iunderstand, are almost a freebie for raytracing. More
complicated messhes muddy the waters. How complex do we want things to
get, knowing that graphics issues will change drastically by the time
the world-wide-grid could become a reality?
Lawson
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