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pixar open sources open subdiv
show user profile  zaphod box
http://www.theregister.co.uk/2012/08/13/pixar_open_sources_open_subdiv/

read 676 times
8/13/2012 12:28:19 PM (last edit: 8/13/2012 12:28:19 PM)
show user profile  BishBashRoss
Amazing stuff.





read 634 times
8/13/2012 5:13:31 PM (last edit: 8/13/2012 5:13:31 PM)
show user profile  advance-software
amazing to brute force tesselate a mesh down to a tri for each on screen pixel regardless of whether that's necessary ?

see : triangle setup & gpu tris/per second. even if you tesselate on the GPU you still need to set up each triangle to rasterize it.

sledgehammer to crack a nut.

the subdiv algorithm is the interesting part.

a good start as they say. keep going.

worked on a more advanced solution than that years ago.

no idea if the subdiv is as good as I didn't write the low level algorithms.





was ahead of its time - realtime displacement mapping on deformable (skinned) meshes, but didn't have the fill rate to compete with nvidia/ati cards of the time so lost out in those all important benchmarks and no-one else was then authoriing real-time displacement mapped content.

all the same, another step towards mass market real-time displacement mapped content which is a good thing.
read 629 times
8/13/2012 5:18:50 PM (last edit: 8/13/2012 7:05:33 PM)
show user profile  Stephen R.
Man, that last demo with the creature. I might need some new pants. That's impressive as hell.





read 558 times
8/13/2012 8:47:33 PM (last edit: 8/13/2012 8:47:33 PM)
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