gugltogo.blogg.se

Ultima iii altirra
Ultima iii altirra






  1. #Ultima iii altirra software
  2. #Ultima iii altirra professional

Umbra PVS, modern alias-free GAN methods, stochastic sampling techniques. (Note that these are the same Finnish geniuses behind so many things. Here's a fundamental paper to get started. (As far as I'm reading from the literature over the years.)

#Ultima iii altirra software

It also happens to work out best for GPU traversal algorithms, which was investigated by software simulation quite a few years ago by the now-legendary Finnish Nvidia team, and together with improvements on parallel BVH building methods and further refinements is basically what today's RTX technology is.

#Ultima iii altirra professional

this is an extremely deep field, and several people have spent considerable part of their professional career to it, for example the amazing Intel Embree guys :) It winds up being something like a quicksort, although for the highest quality acceleration structures you also want to do spatial clipping. With BVH, the partitioning is fundamentally over lists of objects rather than space if you split by space, you can/will have objects on both sides of the splitting plane, leading to duplicate references.ĭoing it by lists means there are no duplicate references, however the combined bounding volumes can overlap, which is to be minimised, subject to the Surface Area Heuristic cost.

ultima iii altirra

> What's the advantage over BSP/kD-trees/octrees? Is is easy to calculate positions of 3 vertices of a triangle, but it takes a lot of time to draw it line by line, pixel by pixel, and if you want to have textures this time can be multiplied 5x-10x. The most of CPU cycles are usually spent in rasterisation and applying textures. But for a game a little error in calculations is not noticeable.Īlso one might think that the most time-consuming part for pseudo-3D game is math and calculations. So I would look for formulas that avoid this. Get detailed information on ALTERRA LTD (1AG.AX) including stock quotes, financial news, historical charts, company background, company fundamentals. So multiplying or dividing several numbers in a row is fine, but if you have to alternate multiplication with additions you will accumulate an error.

ultima iii altirra

The disadvantage of this approach is that every time you convert a number from linear to logarithm or vice versa you get approximately up to 0.3% error (for 12-bit logarithm). 12-bit precision logarithm table requires just 8 Kb RAM (and you can get 13-bit precision with interpolation). If I was writing a game for an 8-bit CPU, I would use fixed point numbers (for example, 8.8 numbers which use 8 bits for integral part and 8 bits for the fractional part, or maybe 10.6, or 12.4 numbers).Ħ502 cannot multiply or divide (division is a costly operation even on modern CPUs) so I would use adding or subtracting logarithms for this purpose. I doubt there are any floating point numbers because FP is very slow to emulate (for example, just to add two numbers you have to shift mantissas and 6502 has no fast way to do it).








Ultima iii altirra