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Posted

why aren't nurbs used in games?

Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked.

So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies.

Wfr, Sindwiller

Posted

awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside?

There will be somewhere; still deciding if I want a hallway leading to this point or just a portal + drop. I'm thinking a good spot for the rocket launcher-esque gun, where you can only get to it by a certain portal or jumping/dropping from the wallwalk above.

patch... as in what Silo uses for modeling?

Sort of. Basically just a curved one-sided mesh instead of a traditional 6-sided brush. Gives you verts at the corners and control points in between to control the curveature/bendiness. Automatically subdivides as needed, with manual subdivision available, and functions as if in a model smoothing group. Quite handy! :)

Posted

why aren't nurbs used in games?

Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked.

So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies.

Wfr, Sindwiller

Youre 12?

Posted

Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object?

Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.

Youre 12?

Jup^^

Wfr, Sindwiller

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