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20070713 - Micro Imposters

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+Lets first take a trip back to a time before polygons, to the late 80s, to a video game that I just could not sink enough coins into, +Sega's Galaxy Force II. +This video game used custom hardware (running at 12.5Mhz) that could draw a huge number of rotated and scaled billboards with on/off transparency. +It was state of the art in the 80s and produced stunning 3D graphics at the time. +
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+However the reign of billboard or impostor based graphics came quickly to an end with the polygon based video games which hit arcades in the early 90s. +But what if these ideas had not died? Fast forward 20 years later. +Atom is built on a concept similar to the 3D graphics of the late 80s, except taken to the extreme with modern hardware. +Instead of a surface/vertex/polygon based pipeline, Atom has a solids based pipeline that uses micro impostors or lots and lots of billboards. +
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+Lets strip the clothes off the Atom Graphics Engine and see what is underneath. +Taking a step back, viewing an example world from a distance, but rendering only with flat billboards (no cool graphics), the micro impostor structure shows through. +
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+As you move more inside the world, the engine automatically expands and renders more detail, seamlessly subdividing into smaller and smaller micro impostors. +
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+ +The world is fully solid and procedural, so you can just keep on going deeper inside anything. +Atom has a state of the art custom hidden surface removal algorithm which automatically expands and renders only the surfaces of the solid objects which you can see at any given time. +
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+ +Even at the smallest level, which is a fraction of a pixel of the size of the previous image, Atom still is able to render a fully detailed image. + +
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+ +With the skin back on, Atom can render stunning graphics in real-time. +
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+ + + diff --git a/index.html b/index.html index 0c70784..3500394 100644 --- a/index.html +++ b/index.html @@ -91,6 +91,7 @@ Below this is active random migration (456 prior posts still to filter through) 20090422 - WFA Image Compression

2007
+20070713 - Micro Imposters
20070712 - Fragment Raytracer
20070711 - Infinite Level of Detail
20070710 - Graphics Engine Introduction