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Surface/Texture (gaming)

The VID Technology can display color solid surfaces and textures. 

  • Example 1: Game characters

    In the two game characters (thw swimming girl and Cyra) shown below,hair, faces and bodies are all solid surfaces, not wires.

    Arms of swimming girl use less points (voxels) in order to reduce computation in software rendering for motion.  Therefore, arms are not as bright as body or face.  Increasing number of points can make arms/legs look more solid-like.  Removing hidden lines/surfaces can also make the image look more solid-like.

    Note: The surface of the moving screen is parallel to x-y plane. (Images created on the transportable prototype).
    (1) Close-up of the swimming girl demo image.
     

    (2) A simple game character: “Cyra the archer”

      

  • Example 2: Scenes

    (1) Demonstration of a game character (Cyra the archer) in a game scene with deep background. The scene uses 3 different scales to enhance linear perspective: 

    A: In the foreground, Cyra stands in front of a gate of Shinto temple on a high ground. 

    B: In the middle ground, a house of reduced size in a rice field beside a small hill appears much farther and lower relative to the archer.

    C: In the background, a 2D image plane depicts a picture of mountain, sea and sky.

    Note: The surface of the moving screen is parallel to x-y plane.  The 2D image plane in C is formed completely by the sweeping of a thin linear stripe area at the edge of the screen in z-direction.  This shows that texture mapping can be made on planes of any orientation in the display volume.

     

    (2) Cyra in a garden-like scene, with ground and side wall at back.

    The ground is parallel to the moving screen.  But the side wall is perpendicular to the screen surface.  The side wall is also formed completely by the sweeping of a thin linear stripe area at the edge of the screen in z-direction.

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