Research Log 1

February 20, 2012

So my overarching essay topic is:
“How could virtual reality be possible in video game?”
First Research Log:

Notes

Durlach, Nathaniel I., and Anne S. Mavor. Virtual Reality : Scientific And Technological Challenges. Washington D.C.: National Academies Press, 1995. 247-56. Print.

– Possible organization of VR technology is into separate modules for each sense where each module has its own processor. P248

– Focuses more on the visual module. P248

– Visual module requires high frame rate to be indistinguishable from reality. P249

– VE for non – entertainment purposes relies more on computations and less on the visual appeal and frame rate. 8-10 fps. P249

– For true VR, all systems must interact repeatedly within a single cycle, to check and cross-check possible ranges of motion and effect. Beyond current tech. P250

– Total optimization requires things to be programmed in assembly. Pain in the ass language. Hard to maintain. P260

– Truly realistic environments are said to be 80,000,000 frames within a rendered scene. Beyond present computational ability. P251

– Discusses theories of z-buffering and shaders. P252 – 253

– Bandwidth limitations in network-based operations. P254

– Data compression and enhanced seeking algorithms may speed up processing and possibility of Virtual Environments. P256

Reflections

This is an older book that discusses “theories” currently instituted in 3D graphics pipelines.

Many of the ideas of how to create a realistic VE lack other theories in-use today, such as bump and normal-mapping.

Much of the ideas of various modules are sound, but unexplained. The authors focus way too much on the visual module due to the lack of capabilities in general.

Much of the earlier ideas are still beyond current technology.

Ideal FPS for then no longer pertain. 30-120 fps are ideal.

Process optimization still lacks, but is better. Assembly is still a pain today, but still the most low-end and powerful language.

Bandwidth limitations still prove to be an issue.

Methods of data-collection and processing are still under theoretical review. Massive cross-check loops per update won’t be possible for years.

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