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jai
Joined: 10 Apr 2007 Posts: 247
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Won
Joined: 21 Sep 2005 Posts: 506 Location: New York
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Posted: Tue May 20, 2008 4:39 pm Post subject: |
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I just watched with the sound off (working, ATM). Pretty cool stuff. Some guys at MS has been spending a long time doing stuff with wavelet compression, so I'm guessing alot of that was showing off some of that tech (could be wrong since I missed all the narration). Some of the image-based rendering looking stuff towards the end looked neat; their photosynth stuff is supposedly awesome.
That being said, zooming into a big 2-D image is a substantially easier problem than general SVT, but certainly similar in spirit. For example, you could probably do all that stuff in the beginning without 3-D acceleration, let alone shaders. |
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jai
Joined: 10 Apr 2007 Posts: 247
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Posted: Tue May 20, 2008 4:48 pm Post subject: |
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yeah, i don't know exactly the mechanics of it, but when i was watching the demo, it looked like the demo videos here. especially the amount of zoom and it's smoothness. thanks for the insight.
i have several friends over the years who have worked at MS doing pie in the sky stuff. it's amazing how little of it finds it's way into MS applications though... oh well, the work paid for their houses. |
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casey Site Admin
Joined: 18 Dec 2004 Posts: 1768 Location: Seattle
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Posted: Tue May 20, 2008 6:18 pm Post subject: |
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I don't even want to know how much Microsoft paid for the SeeDragon thing (or whatever it was), which is Sean's SVT which they could have downloaded for free.
Conversely stated, Sean is losing massive amounts of cash by not giving his things a retarded catch-phrase and hiring a CEO to manage getting acquired
- Casey |
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jai
Joined: 10 Apr 2007 Posts: 247
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Posted: Tue May 20, 2008 6:37 pm Post subject: |
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lol. yeah sean, you've got to run these things by a marketing guy like me instead of these scientific, logical descriptors.
how about:
InfiniZoom
T3
BlueMosaic
Infinixel
J.E.S.U.S. ( Juxtaposed Error-corrected Simultaneous Universal texture Space )
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Corrinne
Joined: 20 Dec 2008 Posts: 4
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Posted: Mon Mar 02, 2009 12:33 am Post subject: sparse quadtree with arithmetic mean, not wavelet |
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Hello, Sean,
I thank you and Carmack for pioneering the early work on sparse texture. I thank Mittring for his sharing his ongoing sparse texture work on Crytek as well. Martin == great guy.
For Seadragon I think the implementation is a pretty straight forward sparse quadtree with arithmetic mean, not wavelet.
I have been working on Haar wavelet sparse texture, mostly standing on shoulders of giants, so I think maybe it's me (MGS), or Bloom (MSR), or Mike (MGS), from Microsoft working on Haar sparse texture?
I have also been working on Volterra series sparse texture. Volterra series has many highly appropriate properties that map well texture data domain.
I am trying to squeeze in my Volterra series sparse texture work into my GDC 2009 speech, but my speech is already 2 to 3 hours overly long and rambling and needs editing and cutting.
Corrinne Yu
Halo team Principal engine programmer
Microsoft game studio 1st party Technical lead
Halo lead |
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