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[新闻] 360的3D,太过时啦靠边站,性能叫版,技术叫版之4D Graphics。

google翻译的
Now, let's fix a common misconception.现在,让我们确定一个常见的误解。
These 4D renders can be processed on the xbox360 with an average mean time of 10-12 seconds.这些四维呈现可以处理上的Xbox360,平均10-12秒的平均时间。 Yes.是。 The renders are possible, but the dynamic realization of procedural texture streaming is not.呈现是可能的,但质地的动态程序流的实现不是。 The dynamic renders with characters in the scene, with progression of life through the time continuum, are not possible with the 360 system.在现场人物的动态呈现,通过持续的时间与生命的进展,是不可能的360系统。 It would take days to produce dynamic renders on the 360 in the fullest definition of 4D graphics--this with the software already optimized for it.这将需要数天时间才能对360的四维动态图形呈现最充分的定义-这个已经为它优化的软件。

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We all know what 3D graphics are - length, width & depth, but how many know what 4D graphics are?我们都知道3D图形-长度,宽度和深度,但有多少人知道什么万字图形? If you are one of the millions of people thinking 'What the %&$* are 4D graphics?', don't be alarmed.如果你的思维'什么的%&$ *的万字图形?'的数百万人之一,不要惊慌。 You've already seen them.你已经见过他们。 Shocking isn't it?  We all remember Kutaragi proclaiming not too long ago that PS3 would utilize 4D graphics, but what exactly did he mean?令人震惊的是不是?我们都还记得多良木健宣布不久以前指出,PS3将利用四维图形,但他到底是什么意思?

4D, from a developer's point of view, is is the progression of Life in time.四维从开发的角度来看,是生命是在时间进程。 It is where every tangible object in your game is living and constantly changing.这就是你的游戏中的每个对象是有形的生活和不断变化的。 As a result, change becomes an integral part of 4D graphics.因此,改变成为了四维图形的组成部分。

But how does all of this become possible?但是,如何这一切成为可能? The answer is the dynamic rendering of procedural textures.  Sounds complicated, but it's not.  Let me explain; Procedural textures are textures which are linked to an algorithm.答案是动态的程序纹理渲染。听起来很复杂,但事实并非如此。让我解释一下,程序纹理是一个算法与纹理。 Instead of the texture being drawn pixel by pixel, you define the way these pixels have to be lit to produce the texture you want.取而代之的是正在起草的纹理像素的像素,可以定义这些像素的方式,必须点燃产生纹理你想要的。

When the procedural texture is placed somewhere, you utilize an engine for actually generating these bitmap textures.当程序纹理放在某个地方,你的实际利用这些位图纹理生成引擎。 They have life.他们的生活。 They can change in a way you define them, especially through time.他们可以改变你的方式定义,特别是通过他们的时间。 In a lot of the current games,  the randomized textures method is used.在目前的很多比赛,该方法采用随机纹理。 Developers use one bitmap and just map it on randomly in the environment to create the design for that specific area.开发人员使用一个位图,只是在地图上随机环境中创造的该特定区域设计。 Every texture is not defined or unique.每一个纹理没有定义或独特。 So, the method to create procedural textures allows for more control.因此,该方法来创建程序纹理允许更多的控制权。

Allegorithmic is a utility set which allows an extensive realization of procedural textures. Allegorithmic是一种实用工具,允许设置的程序纹理广泛的实现。 With it you define the procedures way using MaPZone, and then use ProFX to rasterize the images, producing the final result to be displayed by a renderer or a game engine.有了它你定义的程序,方式使用MaPZone,然后使用ProFX的栅格图像,产生最后结果显示呈现或由游戏引擎。

Observe the following example:观察下面的例子:

HD Version (Right Click-Save As) 高清版(右键点击另存为)

If you look closely at the calm boat dock scene above, the docks are being splattered by rain.如果你看船码头现场平静上述紧密合作,正在码头雨水四溅。 The wood is literally degrading with every drop that hits it.木材是真正的人格与每一滴水的点击它。 The light poles are rusting with every second.在路灯杆上的生锈与每秒。 The light bulbs are degrading with every photon of light they are emitting.该灯泡是有辱人格的每轻它们发射光子。 The wooden cabin is degrading, while the grassland outside is rotting slowly.木客舱有辱人格的,而外面的草地慢慢腐烂。 These all fit into the core realization of 4D graphics.这些进入四维图形核心的实现都适合。
Now, let's fix a common misconception.现在,让我们确定一个常见的误解。
These 4D renders can be processed on the Xbox 360 with an average mean time of 10-12 seconds.这些四维可以处理呈现在Xbox 360,平均10-12秒的平均时间。 Yes.是。 The renders are possible, but the dynamic realization of procedural texture streaming is not.呈现是可能的,但质地的动态程序流的实现不是。 The dynamic renders with characters in the scene, with progression of life through the time continuum, are not possible with the 360 system.在现场人物的动态呈现,通过持续的时间与生命的进展,是不可能的360系统。 It would take days to produce dynamic renders on the 360 in the fullest definition of 4D graphics--this with the software already optimized for it.这将需要数天时间才能对360的四维动态图形呈现最充分的定义-这个已经为它优化的软件。
All the videos on this page can be run perfectly and efficiently, without taking days to render, currently only on two specific platforms.所有在此网页视频可以完全和有效地运行,不采取使天,目前只能在两个具体的平台。 Upscale PC's and the PlayStation 3.高档个人电脑和PlayStation 3的。 Procedural techniques are demanding in terms of power, so the more power you get: the easier it is to render these 4D graphics dynamically.程序都要求在技术力量方面,所以你得到更多的权力:越容易使这些四维图形动态。 Programming for the PS3's eight Synergistic Processing Units (SPUs) can be a challenge sometimes, but there is definitely a lot to gain from the architecture, and the dynamic renders can be processed on the fly with the PlayStation 3.对于PS3的8个协同处理单元(SPU的)编程,可有时候一个挑战,但肯定是有很多获得的利益结构,动态呈现可以在推出PlayStation 3飞处理。


HD Version (Right Click-Save As) 高清版(右键点击另存为)

The 4D graphics above, centralizing on the dynamic renders of procedural textures, show a distinguished change of the bathroom scene as time progresses.以上的4D图形,对程序的动态纹理呈现集中,显示了随着时间的浴室场景杰出的变化进展。 The scene starts with a very nice bath tub.现场始于一个非常好的浴缸。 Probably one that we would love to take a bubble bath in.也许正是我们很乐意采取泡沫浴英寸
But, as time progresses, the bathroom rusts.但是,随着时间的推移,浴室生锈。 The tiles shatter, the mold grows, and Mr.Clean won't work here anymore.粉碎的瓷砖,模具增长,并Mr.Clean不会在这里工作了。

The scene then changes to that of an overhead of a bathroom sink next to a metal core.当时在现场的一间浴室开销变更的水槽旁边的金属芯。 The metal rusts, the sink degrades in texture, and the mirror shatters.金属生锈,质地水槽降低,和镜子打破。 The scene quickly changes to normal, all to show a mirror in the next one.现场很快恢复正常的变化,都将显示在未来的一面镜子。
Now, this mirror is a prime example of 4D graphics made from a core factor of dynamically rendered procedural textures.现在,这面镜子是一个从动态渲染程序纹理核心因素使四维图形最好的例子。 The mirror ...镜子...


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