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by tobr
3552 days ago
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Despite them doing their best to cover it up with quick editing and cherry picked angles, it's clear this has very low depth resolution and foggy picture quality. If this only uses light, how would it deal with occlusion? It would be impossible to put a dark object in front of a lighter one, right? |
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As far as resolution: each slice is about 104px high resolution in it's current state, the width is about 1500px in resolution. The current depth resolution is 10. Because Volume currently has 10 slices. We do use some tricks to reduce the apparently low depth resolution, for example we allow a dev to set settings to 'overdraw' the slice so slices draw parts of their sister slices, which are then blended/interpolated with shaders. It helps a lot, and in fact our tests with more slices don't seem to do much other than increase the quality and viability of wider viewing angles. At near straight on viewing angles (within 15 degrees of the center), more slices don't seem to affect the quality of the display much (interestingly).
As an additive display, you are correct, a dim object in front of a light one wont show well... it really does look a lot like 'princess leia' in the 'obi-wan come help me' scene.
There are 2 ways we found to mitigate this. 1) We allow devs to set a 'black point' which adds the desired value to all geometry, thereby having a way to distinguish 'black' from 'void'. 2) Certain applications benefit a lot from not rendering slices at all but drawing everything as a normal 3D scene and then using a shader reading the depth buffer to determine the slice of a particular pixel - hence anything in front of something else causes a 'shadow' in subsequent slices (so it -CAN- occlude in this way, but by sacrificing the view from the back side). Things like scanned human heads look very good with this method... they honestly look like ghost heads suspended in space inside Volume.
Anyway, I hope it answers your questions. (I am the main tools dev).