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jbustter

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Everything posted by jbustter

  1. This also looks promising https://github.com/magicleap/Atlas
  2. There is research for this on small scale real life locations: https://nerf-w.github.io/ can't find code implemented for nerf-w but vanilla nerf still exists: https://github.com/yenchenlin/nerf-pytorch might require a lot of compute though. And before anyone asks, the 3d models can be extracted from it. It requires marching along the rays. Here is an anime girl-guy doing a toturial on it: (Last edit promise) more info on methods that probably fit better can be found here: https://paperswithcode.com/task/3d-scene-reconstruction#code
  3. Very good episode rose! I enjoyed it a lot and the lord of the ring joke is halurious! Thanks!
  4. Ross, I had jobs using 3D vision (on windows 7), I used 3D glasses, I found that Real 3D is possible with NVIDIA drivers and screens. The issue was not the driver but the product, with very certain result and method you could see really amazing things, depth perception so good you feel like the tip of objects follow you when you move around your head. The differences I saw between the products that worked and those who didn't (I'm unsure if some of them really even matter) were 4 main ones: 1. detailed pictured, that weren't using flat textures, as many amount of details and shadows and bumps as possible in the picture. The more happens the better things are. Flat "3d" textures that only look 3D with a 2D screen just hurts the illusion (if that makes sense) 2. High resolution, as high as it can be. This one is obvious, most games do this alright so I have no complaints there. I'll just add that I think that nothing should be a pure color, everything needs a little depth with texture. 3.There is a certain way 3D pictures on the screen are placed on each other, they need to have a common area at the right depth. Something that your eye gets its reference point from. Everything that diverts from that area in a certain direction, will seem either deeper or higher accordingly. The best result will happen when that point is at the center of your field of vision, it needs to make your character and the immediate area look close, while other things look far. putting that point too far will cause your head to hurt when looking at things that pop out too much, Putting the point too close, will make everything seem far, barely have any effect. I think the latter is the issue with most 3D games. The way developers implement that point of reference to prevent people from crossing their eyes too hard. The best way to solve it (at least in my opinion), is to give the user a certain degree of control over it, I don't know how it can be done effectively, but there are many possibilities on how developers can implement this. It can't be too hard. I hope this gives some perspective , NVIDIA have terrible idea on what 3d games should look, but they provide the hardware that can work with the right product.
  5. http://grooveshark.im/?artist=Myst-III-Exile&track=Opening-Titles Some nice relaxed tracks to listen to while you do something. This is from Myst III Exile , possibly the best adventure game I played. Its impossible almost to get it on stores since they stopped making it and they don't even sell digital copys, but if you are interested I have an ISO file with it which works fine (on windows 7 at least), contact me if you are, and happy birthday!
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