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How do you figure? The doom maps are almost all completely dull looking and gray, aren't lit realistically (so depth from shading becomes harder to determine),
by hacker_9 11y ago
How do you figure? The doom maps are almost all completely dull looking and gray, aren't lit realistically (so depth from shading becomes harder to determine), and because of no anti-aliasing, lines are far more jagged (meaning the computer needs to be smarter, in order to join disparate lines together it 'thinks' are connected). There's barely any distinguishing features separating wall boundaries from texture details either. I think you might be underestimating the challenge here.
- Kristine1975 11y ago> The doom maps are almost all completely dull looking and gray I will fight you ;-) But seriously: The project uses a source port of Doom[1] based on ZDoom[2] which supports high screen and texture resolutions, mouse look, colored lights etc. Although I think that since Doom has less visual clutter (bloom, shadows, ambient occlusion, screen distortion) than a modern AAA game its display should be easier to read. [1] https://github.com/Marqt/ViZDoom https://github.com/Marqt/ViZDoom [2] http://zdoom.org/About http://zdoom.org/About
- nothis 11y agoHow is an anti-aliased line easier to read for a computer? It should be fairly easy to find lines and use those to get vanishing points for orientation. Distance of enemies should be more or less a mapping of screen height, since you're mostly looking straight-forward. It sounds super doable, especially with machine learning becoming a thing, more or less delegating the task of putting all those inputs together to make sense of it to the computer.
- gene-h 11y agoWell you have more unique features from which you can do localization on.
- deepnet 11y agoVizDoom provides access to the depth buffer. https://github.com/Marqt/ViZDoom https://github.com/Marqt/ViZDoom