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Advanced
FX |
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3D engine developers and Coders!
We salute you!!! |
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Advanced Environmental
Effects |
Overview |
- this is the stuff! real effects will fascinate participants like
nothing else - except interactive art
- this section is only useful at this time to show the direction
and ability that the 3D engines will take us in 2 to 3 years - purely motivational for the
non programmer/casual reader
- this section is a brainstorm of ideas to generate
effects as cheaply as possible (less computation) and is only useful
until physics engines take on all these duties along with the
graphic hardware of 7 years off
- since some of these areas are not yet fully technology developed
- a lot of the following info is just a repository for brainstorming and seeks input for
more ideas from the world so others may use them in their development of the program
design for the future - good to anticipate and have all the programming tricks and ideas
on how to simulate environment like sun shadowing and lunar movement long before the
ability
- the term "advanced" is only used as a term meaning
beyond this programs ability - although 3D programmers can probably do each of these items on a one by
one basis now in place of the CPU hogging artificial intelligence
routines the modern game requires
- this is a wish list for the future of all
virtual world terrains - it is possible if virtual worlds outside of
the game realm become popular that these would be features developed
just for the virtual worlds before they would become details the
game industry would standardize due to the millions of other details
the game player needs
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Advanced Stellar Effects |
- one of the greatest weaknesses of programs today is the lack of
true clouds, sun, shadow, moon, stars, and their movements that can add true beauty and of
course atmosphere
- mountain and land features and clouds cast moving shadow
- when you see your shadow moving in front of you - you just have
to turn around and look back at moon or other source
- sun stays in same position relative to player (so far away) and
all shadows parallel but not emanating from the fake sun
- a distance fogging type technique - translucent multiple
atmosphere shells/domes - a cheap way to use coloring - can be intensified according to distance from player
etc. - another way of saying distance fogging - except the translucent
color of a shell may be different on opposite sides in relation to
user and the sun (think sun set) - a physics engine will handle the
difference in lighting from one side of the horizon to the other
- inner sky dome would tint everything darker on the sunset side
to make silhouettes at a certain distance and everything on the other side of participant
would catch the evening yellow glow - but what happens to the clouds on the sunset
horizon? Will sun shining through be beefed up?
- sky dome coloring should be used to filter color onto clouds and
land by the distance from sky dome and the player - time of day/weather/clouds/position of
sun all should be factors set first and then used to color the clouds
- 2 or 3 layer sky - outer layer is either blue day or star black
(rotating around the Polaris/southern cross axis - and northern southern lights) night and
the next inner layer is used to fade one in and out and effect the blueness of sky and
coloring onto clouds - for instance dryer air on top of a cold
mountain means brighter stars so less
filter on the inner dome - so less haze put on the clouds and the stars - the inner dome
could be all of a 20 foot diameter fixed dome that follows the player (commonly called sky
boxes) coloring the sky and clouds but not the nearest ground objects unless it is dusk
dawn lighting? - the alternate style sky box is a translucent filter
onto the surrounding landscape as a cheaper way to color and
dynamically alter the landscape through the changes of day and night
(Basic change of day and night is not done by this miethod
- the 2 to 3 layer sphere is same as sky dome keeping
the explorer at its center so the visual movement is not influenced
by the explorer's - could be smaller than island if it
follows the participant as its center whether participant is flying in sky or not - great
for when participant flies beyond the island etc. - higher you get then the more
transparent the inner sphere and less sparkling of atmosphere on the stars - inner sphere
measures a clouds or trees distance from the participant and adds the depth of shading
necessary - more atmosphere hazing on the lower horizon - doesn’t matter if clouds
are outside of the spheres or not - they show through the outer sphere and are filtered by
the inner for coloring due to time of day or distance hazing or relationship from sun and
participant relationship - this is easier and cheaper then an all inclusive dome for whole
island and beyond - sunset colors and coloring on moon and sun is from the inner sphere
- notes on the inner dome color filtering - the lower horizon in
daytime isn’t as blue as the rest of sky - more pale but distant clouds darker -
intensity of filtering on the clouds and objects on horizon is heavier the further from
observer until furthest clouds fogged out by darker and darker horizon unless on sunset
side
- so the value of color intensity/darkness is derived by the
distance from viewer and the sun or moon or even stars as dictated by cloud cover - these
are all details that are crucial to the sense of reality and most of all beauty - that can
be achieved cheaper than we should assume - cheaper programming can be reached by knowing
the behaviors desired before hand instead of having many different models independently
operating and affecting each other
- will need something more than the standard sky dome for the
dirigibles to fly around in
- fogging to show off halo of sun or moon
- celestial bodies move/shadows shifting day and night
- solar and lunar eclipses - shooting stars - once we have ability
to change day to night
- if explorer tracks movement of a fixed object’s shadow (by sun or
moon light) reveals relative compass directions (stick and shadow concept) - mark the
shadow over a ten minute period (especially with a shorter day/faster rotating planet) -
you have made an east/west line - shadow can also be used as a somewhat fixed reference
for finding direction between fixed terrain points - ex. sighting on a peak across valley
- look at angle of direction compared to shadows - keep this relationship to get close
enough to peak to see it from within the valley flora
- shorten the days to 10 hours and the year/season cycle to 2
months? Or should it copy the actual players seasons and time of day
- wind means sand/dust blinding in the desert
- wind reverses AM to PM so you could tell what direction
and predominant winds give effects on the terrain or flora (only reason for cyclic winds)
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Advanced Cloud Ideas |
- clouds are nicely implemented now in the major 3D engines - but
at this time they don’t dynamically animate (for instance
blowing over the top of a peak or interacting by voice recognition
" that one looks like a rabbit" (computer takes
the cloud in explorer view center screen and shapes it more into a rabbit - that's
a very far-fetched example for the far far future with voice
recognition and intelligent agent computers) cast shadows, etc. - clouds will really enhance the
virtual experience when they are dynamic and match up with weather - eventually Nemo’s
Mind clouds will move and transform at a slightly faster pace than reality to lend to the
surreal, keep attention, and add life to landscape
- a cloud program would be based on or faked on hours of video
speeded up to get the behavior down but also speeded up within the
program - the player
would see the cloud shadow and then would look for the cloud that caused it and same if
looking at terrain from above, would try to match up clouds with the
shadows - could see
own shadow of dirigibles from above and from the ground
- to fake with pre-rendered clouds and their behavior overlap them
and adjust higher and lower to - random mixer of scale changes and relation to sun makes
them all look completely different
- complex shifting nature of clouds could be simulated by fractal
geometry - would be a classic use of patterns
- as
one cloud moves at a different speed it would separate or penetrate
through another - making it look like the actions of one complex cloud
- so pre-rendered clouds can be combined with variations in speed size
and length, width, color - perhaps the higher and smallest clouds
are the fastest moving clouds - that would make great realistic
transformations
- cloud program cheating - pre-rendered shapes stretched twisted
with random size and orientation - could have the shadow/darker part of clouds
pre-rendered and always properly oriented to the sun (darkest part away from sun) - this
way don’t have to do real time lighting - what about when the sun is low to horizon
and sky dark or full cloud filled sky - then lighting may or may not work - or do you just
use filtering of inner sphere layer - cheats are valid when they look better than real
physics as emulated by heavy programming and end up with dorky looking dinosaurs in
"Trespasser" (computer game that pushed the limits of terrain and physics
simulating) versus the great animations they could have spent their time on
- clouds are flattest on the bottom
- in a cloud field if all the lowest points are the darkest then
you will get the dappled effect of real clouds
- darkest parts of clouds is underneath and opposite side from the
sun - the thickest part in relation to the sun ray direction dictates darkest part -
including any other clouds between that one and the sun
- clouds are transparent so volume dictates everything
about its look in relation to color of sky and relationship to sun
and the viewer - unless the
density is real high then you may have hard thick edges - why are edges difficult to color
- clouds - lack definition yet often terminate crisply against the
blue sky - other times fuzzy wisps
- add coloring to the edges of clouds like the effect
of photo filters
- should see thunder clouds forming
- visitors could play the cloud shape game - and in the 6th
stage of this program their chat should influence the cloud shapes and mood/weather,
"hey that one looks like a rabbit" specially if they point hopefully it will
turn into a rabbit shape - very interactive/Nemo Mind/environment/natural objects for
interacting with
- could alter clouds to make them more fantastical at some times
and more rounded and sedate at others
- some nights the whips of clouds are so thin and light that not
noticeable unless racing past moon
- use same program to walk in fog and fly in clouds?
- clouds several visual centimeters to either side of sun or moon
must pick up lighting of that object
- cloud cover could be so thick the only way to see sun/moon/stars
would be by flying above them by carousel or dirigible
- how to handle blinding effect of un-filtered sun? - maybe always
hazy in that part of sky
- if can only approach a cloud slowly then all at a distance could
be rendered as 2-D off of 3-d calculations or even cheaper and then turned into volumetric
for penetration or flying around
- the top of clouds are the fastest moving? - higher in wind? More
swirling - so more density variation? Useful when penetrating in air vehicles or carousel
- combine with surreal elements - by using suggestive
forms?
- to have a cloud program that suddenly darkens the land with
cloud shadow - and to see shadows over the land from good viewpoints - this will be very
noticeable with our faster moving surreal acting clouds
- can see storm clouds on horizon with sunset behind and to the
side , occasional lightning with it, can visually track the storms movement toward away or
at right angles to viewer
- snow and fogging effects must be real for example looking across
wide opening where creek is to nearest trees through snow is cool - the trees behind going
up the slope get more fogging effect from the snow - can do incredible views with real
fogging that covers variable instances - so a light snow or drizzle will
look like it can be seen out out a
ways by fogging effects
- past a certain distance the rain and snow effects would just be
fogging versus real 3D drops - so all Z buffer would be in reference to the player as far
as weather - fogging would flux with intensity of precipitation and the wind and sun
location or moon - so a certain tree could disappear and reappear according to these rules
- need a wind program for precipitation and leaves on trees to do
swirling with a breeze influenced by nearby structures etc.
- after rain on a dark surface such as lava fields or rocks
specially in high desert the ground should steam wispy
- rain shows the influence and swirling of wind - same with snow -
specially in and around structures, eddies
- rain drops and snow should pick up and reflect light - show up
rain more when back lit - rain fall sound dictated by rain intensity and surface
- raindrops are 2D until they hit something
- hail and rain on banana leaves and or glass roofs - the rain
drops fade in and out with the intensity of the squall - the detail of the weather can
take the place of the graphic detail that can’t be seen because of it - like the old
fogging effect
- rainbows
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Advanced Physics |
- a geographically and celestial living environment - tides,
currents, precipitation etc. - a truly virtual world of stellar physics (day, night,
weather, moon cycles) - the more dynamic the more enticed the participant - in real life
there is nothing worse than a day in the woods that is hot and no wind - meaning not a
creature or plant is stirring or making noise - it is a big psychological downer
- when the ability for real physics simulation comes along then
there will be unlimited avenues for interaction - for example: You see a huge rock with a
flat face and darker surface on the flat side - the darkness seems to be a gradient from
the bottom center to less dark spreading outward and upward - what would the participant
do? - hopefully would look for other evidence from whoever left the markings of a much
used fire reflecting boulder - start digging for long buried artifacts
- the digging is the sophisticated part
- throwing stones into lake, sliding down ice-fields, floating in
dirigibles/’buffeting in wind gently, boats and surface subs rocking in waves, waves
different in different tides and weather
- interactant can be swept down-stream or in strong ocean current
or stream
- can slide down mountain gravel/pumice/snow or roll down sand
dunes
- real physics simulators have great wow factor - just kicking in
the pine duff (this would become the same way to design the terrain
by pouring different ground debris in appropriate areas of terrain
as determined by the foliage - so the future of a chat centered virtual world will have growing appeal -
would have huge interactive appeal - eventually the participants could leave their own
marks that would be placed in the island whenever they are on an
on-line version
- throw a rock through leaves and they should tear and physically
react
- volcanic
activity like Mysterious Island and 20,000 Leagues Under the Sea -
earthquakes and bodies of land sliding into the water - destruction and
chaos and the control of all by mother nature is Nemo and Jules Verne's
theme - so a terrain that is also dynamic and could make permanent
changes by volcanic action - new islands could grow by being volcanic
in the first year and then put tourist attractions on it in future
versions of Nemo' Mind - or just the beauty of flowing lava and
sputtering molten pits steaming into the ocean
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Advanced Dynamic Distance Fogging |
- not the type of fogging we will use initially to hide polygons
in open terrain
- games will still use some form of fogging if they really want to
maximize the detail in something like dense tree and foliage
- Nemo’s Mind will sacrifice a lot to get some detailed flora
and one form of fog Nemo’s Mind will need is a ring (versus sphere for dynamic
fogging) of volumetric fog - example: as you approach the jungle from a beach - a
volumetric fog wall will sit just inside the jungle (no
fogging above) - as you penetrate - the wall moves
away at a fixed distance - but within the fog static "non-forms" suggesting the
shape of the leaves in that area or the trunks of that type of tree lower down
(lower on the fog ring) and the
lower vegetation - these are mixed in with the "real" flora - the effect will be
shapes that could be shadows or real flora and the fog will seem more like
normal vision distance
and darkness and natural shadowing versus just cheap fogging - so the fog shapes stay in
place and are only rendered as they intersect with the ring of volumetric fog - most
importantly for Nemo’s Mind this shifting in the shadows effect will be mysterious,
eerie, surreal
- what this really attempts - is to make the foliage so thick that
you can’t see past a certain distance anyway - and with this closed in view - the
rendering speed picks back up - if you stood in place and rotated your view 180 degrees
you would only see into the fog ring in 3 or 4 spots - so good variety in view - if the
jungle or coniferous canopy gets really high in an area or it is darker than usual for
terrain reasons or weather/night falling then it would adjust
- this will be very crucial when flying around above this high
detail foliage - definitely need a fog bank almost at the very top of trees - will look
realistic since the ground is the backdrop lighting wise anyway - so
a second way to use the fog is to have it as a permanent terrain
feature in certain spots and then it disappears at a certain radius
from the explorer as they approach
- the data for the fixed shadow shapes could be the exact same
grove of trees off set from the real trees, gray scaled and sliced up - in some ways you
have more to render all together - but it is worth playing with the volumetric ring
distance/furthest Z rendering to save some frames and get that effect
- it may be something to keep even when the hardware acceleration no
longer requires it
- later the fog shapes could even pan around the viewer as they
move if the effect is worth it - a split panning to both sides of the direction taken
- cheaper to have tiled fog shaping? better effect to have
animated wavy movement to the shapes? that would give even more dynamic environment - and
speed it up with camera movement
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1999-2001 by
H. Kevin Long - Nemo's Mind TM
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