April 1, 20179 yr Hello, A bit of an odd question... Is it possible for hardware today to produce round 3D object without the use of polygons or triangles? I read somewhere the calculations needed to produce a rounded 3D object would be unlimited. Thank you for answering to my curiosity. Connor Anderson
April 1, 20179 yr Using nurbs, yes. We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
April 1, 20179 yr Author I am under the assumption nurbs aren't rendered in FSX or Prepar3D. Connor Anderson
April 1, 20179 yr My mistake. Your question didn't appear restrictive to any one program. We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
April 1, 20179 yr 38 minutes ago, Connor Anderson said: I am under the assumption nurbs aren't rendered in FSX or Prepar3D. p3d has the option to use tessellation (for the terrain i thnk?). it's a related technique although not nurbs exactly. it was introduced in dx11.. i don't think it's that commonly used in games yet, possibly for performance reasons. there's a sort of general description about it here: http://www.nvidia.com/object/tessellation.html cheers,-andy crosby
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