Virtual Sword Fighting 177
Faeton writes "SIGGRAPH is on, and Extremetech has the scoop on it. From Nvidia's N30 to ATI's monster 4x Radeon 9700 render board, the coolest thing was the virtual sword fighting simulator. With a VR headset and a gyroscopic force-feedback "sword", you could really be the badass knight you've always dreamed of. I want this at a local arcade soon!"
Re:Good Concept but too much equipment (Score:3, Informative)
SGI VAN ("Visual Area Networking") (Score:3, Informative)
SGI was showing off some examples of what you are describing. Basicly, the big iron (clusters, or large machines such as Onyxes) sit in the machine room, while the users have wireless webpads and such elsewhere. It's the only way we can currently tap the power of thousands of processors and dozens of 3D accelerators in a handheld using current technology.
http://www.sgi.com/visualization/van/ [sgi.com]
Simulated sword fighting (Score:1, Informative)
You can check out some of my favorite pictures of stuff going on here [lglan.net].
Re:Rotating 360 Degree display (Score:3, Informative)
Sword fighting in the arcade (Score:2, Informative)
You must be kidding me - SIGGRAPH was MUCH more... (Score:3, Informative)
Really, SIGGRAPH was NOT just an exhibition floor with cheesey swag (although the little green LED lights were very nice) and some cool new toys. It was presentation after presentation by resesarchers, some barely able to speak engrish, but all excited about their work and open to collaboration. It was hours and hours of animation, some (Like Allain Escalle's "Le Conte du monde flottant") were so stunning as to make you forget where animation ended and life began. Disney's work on replacing one actors face with another, retaining ALL facial expression, was downright scary. And the Spiderman gag footage, his spidey-suit oddly replaced with a fully reflective silver surface, like most of the rest of SIGGRAPH'S less entertaining presentations, were surely an indication of things to come.
Take the time to go to SIGGRAPH2002 [siggraph.org] and look around. If you find something interesting, write the author. This is where the new VR and AR comes from - not ATI!
Re:The Big Guns at SIGGRAPH (Score:3, Informative)
When you say "32 bits per pixel," you're talking about output pixel depth and format. A pixel in RGBA8 format stores one byte for each of red, green, blue, and alpha, and no other data. Those 32 bits are used by the DACs on the hardware to generate a component RGB video signal to drive your monitor. (Or, as I said before, a digital signal, but I'm not familiar with digital signal formats, so I get a little fuzzy at that point.)
IR doesn't support RGB8 or RGBA8; it uses either RGB10 (the default), in which 10 bits are used for each of red, green, and blue (not sure of the packing used), RGBA10 (adds alpha), or RGB12 (12 bpp).
On top of the color data, you can have a second buffer (used to eliminate image flicker in real-time animations), stereoscopic buffers (rendering two different images into the same buffer and display them through special stereo viewing hardware), auxiliary buffers (used for off-screen rendering in hardware; glCopyPixels() can copy aux buffer pixels into the visible frame buffer), multisample antialiasing, Z-buffering, and so on.
As I understand it from my vis sim buddies, it's really not that hard to fill up a 256 bit pixel in a real time image generator. They use 1 Kbit and 2 Kbit pixels pretty often.
Here's an example of a visual available on my Onyx2 at the office:
Visual ID: 6b depth=24 class=TrueColor
bufferSize=48 level=0 renderType=rgba doubleBuffer=1 stereo=1
rgba: redSize=12 greenSize=12 blueSize=12 alphaSize=12
auxBuffers=1 depthSize=23 stencilSize=8
accum: redSize=32 greenSize=32 blueSize=32 alphaSize=32
multiSample=4 multiSampleBuffers=1
Opaque.
I wish I could tell you what everything in there means, but most of it is beyond me.