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Real-time graphics in general, not just VR, has always had "tricks" at its core. What has drawn me to that subfield of graphics is I think the collection of 'ha
by DanAndersen 8y ago
Real-time graphics in general, not just VR, has always had "tricks" at its core. What has drawn me to that subfield of graphics is I think the collection of 'hacks' and deceptions that are needed for the user/viewer to buy into the virtual environment, whether on a desktop screen or in an HMD. There's an aspect of cleverness about it all that I enjoy -- from billboarding faraway objects instead of rendering them as 3D to baking static shadows into textures before runtime.
I wonder if there have been any in-depth articles examining comparisons between real-time graphics and stagecraft. The design of props and backgrounds in the theatre has similar objectives -- not necessarily fooling the audience into thinking it's real, but using a collection of 'tricks' to extend the capabilities of the stage to achieve greater effects. When attending a performance of The Nutcracker a few months ago, I found myself fascinated by how the multiple layers of forced-perspective backdrops offered a greater sense of depth to the stage.
- DanAndersen 8y agoEDIT: Another thing this article makes me think about: If you're interested in redirected walking, you might also be interested in the CyberMotion simulator [0]. I had the chance to see it in action when attending IEEE VR 2018. It's for motion sickness research, and it allows for mapping arbitrary motion into a limited robotic range of motion, in order to give a realistic sense of acceleration in different directions to the user. [0] https://www.youtube.com/watch?v=ThkymYRP1g8 https://www.youtube.com/watch?v=ThkymYRP1g8
- kristiandupont 8y agoReading the source code of a 3D engine can be similar to having a magic trick explained to you. At least, the first time I did, I found it quite disappointing or anti-climatic: oh, so this actually only works if you see it from this specific angle and you cannot move that light in real time, there are just two of them, ...
- DanAndersen 8y agoThere's a similar anticlimax when looking at the big flashy publication videos at graphics conferences. Some new technique looks absolutely amazing, then you start to notice the hand-picked best conditions shown in the video (oh, this method only works in static scenes, when there's no motion blur, etc etc).