- #1
Aquariouse
- 5
- 0
I came across an interesting debate over whether one could load endless amounts of three dimensional graphics with atomic precision, As a combinist I will attempt to explain my theoretical views on the situation. To date any three dimensional graphic interface ,excluding hypothetical attempts, loads your full three dimensional area. After the program loads all objects in range appear on your screen for you to view. traditionally this method limits the amount of detail in an object, for the more detail in three dimensional object the bigger the file size and the more your program has to load. What our computer program loads is based on what objects are in range of the user, and of their details.
Observe your computer , or any said object in three dimensional space, what proof do you have that the "back" end of that object exist or that the particles are and laws of physics at your unobservable point is not having a party without your notice?. We , as the observer, do not know if such activity is occurring, this is because our brain loads the two dimensional flat view of the three dimensional images it detects. Our brain, due to its adapts to three dimensional, uses a complex system of equation to assume out of view objects. nearly every time an image is displayed our brain loads a near constant amount of data, the amounts of photons reflected from atoms obtainable in your area of view. Ultimately your brain loads an "bitmap" of a near constant size every time over and over again using a series of complex equations.
Why buy a 4x4x4 sheet of metal, which cost more, over a 4x4, which cost less, when your only going to use the front face of the object. Loading full three dimensional object on a two dimensional viewing plane adds excessive fluctuating data that could easily build data overflows on ones PC. The human brain, a viewer of three dimensional space, only displays the two dimensional space viewed from the three dimensional objects, thus why load more than you will never use?.
A program loading a single bitmap of which it constantly modifies would require little to no user end graphics precessing, and would be easily scalable. Your program would need to first gather information , using a system of equations, of all two dimensional parts ,from the three dimensional parts, viewable in your in programs "line of sight" for every pixel on your screen. using a few more equations one could calculate what pixels need to be shifted, as well as which ones need to be completely overwritten. This way ones program would load a single "bitmap" file of a set size ,based on your users screen ratio, and constantly edit it without changing the size of the file, only the placement of data.
Simplicity happens to be the key?
Observe your computer , or any said object in three dimensional space, what proof do you have that the "back" end of that object exist or that the particles are and laws of physics at your unobservable point is not having a party without your notice?. We , as the observer, do not know if such activity is occurring, this is because our brain loads the two dimensional flat view of the three dimensional images it detects. Our brain, due to its adapts to three dimensional, uses a complex system of equation to assume out of view objects. nearly every time an image is displayed our brain loads a near constant amount of data, the amounts of photons reflected from atoms obtainable in your area of view. Ultimately your brain loads an "bitmap" of a near constant size every time over and over again using a series of complex equations.
Why buy a 4x4x4 sheet of metal, which cost more, over a 4x4, which cost less, when your only going to use the front face of the object. Loading full three dimensional object on a two dimensional viewing plane adds excessive fluctuating data that could easily build data overflows on ones PC. The human brain, a viewer of three dimensional space, only displays the two dimensional space viewed from the three dimensional objects, thus why load more than you will never use?.
A program loading a single bitmap of which it constantly modifies would require little to no user end graphics precessing, and would be easily scalable. Your program would need to first gather information , using a system of equations, of all two dimensional parts ,from the three dimensional parts, viewable in your in programs "line of sight" for every pixel on your screen. using a few more equations one could calculate what pixels need to be shifted, as well as which ones need to be completely overwritten. This way ones program would load a single "bitmap" file of a set size ,based on your users screen ratio, and constantly edit it without changing the size of the file, only the placement of data.
Simplicity happens to be the key?