OpenWorld 3D Technology


 

The OpenWorld technology is a custom 3D rendering technology based on a totally novel 3D concept I had had back in 1996. This concept was initially inspired by the popular Cyan game Myst. I was moved by the photo-realistic scenes and really wanted to freely navigate these beautiful environments without any movement restrictions and without loosing any graphic realism in the detail. I knew nothing about 3D graphics at the time and ended up learning from books and experimentation. After having excellent success with the fundamental idea, I started a company named Aria Software, Inc. and secured limited seed funding while further working on developing the technology into a preliminary demo. I had also applied for a patent with a firm in Newport Beach. I managed to get a demo
together and later personally presented prototypes to a number of people such as 3DFX's CTO Gary Tarolli, former Apple CEO Gil Amelio, and Shiny Entertainments CEO David Perry among others. Unfortunately a combination of inefficient self management, technical hurdles, and industry un-acceptance lead to the eventual failure of the start-up (yet an excellent learning experience). As a result, this technology was back-burnerd for a while as I pursued other projects. Some time has passed and I now would like to revive OpenWorld because I believe there is something here of great benefit. I am looking for a sponsor with technical and financial resources to help further the technology into a full-blown 3D rendering engine under which entertainment products would be created.

 

 


Here are two test animations showing what was initially achieved. Please note that these are not perfected but still demonstrate the photo-realistic potential inherent in the technology.
Pepe the pirate
Diana the fiancée
 

 

 

The main goal in OpenWorld was originally inspired by scenes from Myst. I wanted to be able to immerse the user in a real-time fully-navagable photo-realistic environment rich with detail
Pepe designed and rendered in 3DSM
These taken from Myst and its sequel Riven (without permission, but they're so cool I had to...)
 

 

 

Features

o Software only real-time photo-realistic non-polygon renderer

o Somewhat similar to voxel rendering but OpenWorld's atom has been dubbed the trixel - a 3D pixel - and has a number of significantly different characteristics that enable real-time rendering

o Extremely fine detail permits things as slender as a human hair to be rendered even if the hair is less than 1 pixel in width

o Applicable to objects as well as environments

o Antialiased edges so objects appear to be part of a scene and not just place on top of it

o Automatic variable tesselation without the need for LOD's

o Pliable deformable surfaces like skin

o Easy particle effects because the atom is a 1x1 'unit' trixel

o Movement hierarchy to handle characters limbs with the torso being the root

o Separate tools for objects/character creation and runtime environment

o Was patent pending

o Unfinished technology with a lot of promise if nurtured in the right environment

Limitations

o Is not polygonal so deviates from the standard which means few artistic tools, minimal 3D hardware support, and little industry acceptance

o Slower frame rates than typical polygonal renderers so not optimal for fast shooters. Geared toward real-time photo-realistic rendering

o Concept proven in preliminary demos but not in a final form like a functional 3D engine so a lot of work still needs to be done

o Needs better lighting model. Some thinking has gone into this but few tests have been performed as of yet. No tests performed on shading model

 

 

These test animations show some possibilities with particle type effects. Remember these are rough draft preliminary demos
Hail to the chief
Beam me up
 

 

 


But they're heading in this direction anyway...

One criticism I received from people was that OpenWorld is not based on industry standards such as OpenGL or the polygon. While this is true I maintain that sometimes it is OK to deviate from the norm if there is just reason: The 3D industry is also trying to achieve real-time photo-realistic imagery, but I believe they're going about it inefficiently mainly due to standards momentum and being locked into one way of thinking and doing things. They're slowly heading towards a pixel per polygon where polygons are becoming smaller and smaller and eventually they will achieve pixel and sub-pixel per polygon resolutions but at this point (and actually even before this point) it becomes inefficient to render pixel sized polygons using current polygon texturing
techniques. Many unnecessary calculations go into rendering a single pixel sized polygon -- calculations that are required if redering larger textured polygons but not required for smaller pixel sized polygons. There exists a cross over point where it makes sense to break up objects into smaller pieces and render them using new techniques. If you subdivide an object into trixels for example and render them efficiently (where non-viewable trixels are not computed) then none of these unnecessary computations need occur and that processing power can be utilized in other more important tasks such as lighting and shadows. This is what OpenWorld does now entirely in software albeit in prototype form.

 

 

OpenWorld came about from its first incarnation where a computer controlled motion base was developed to automatically digitize miniature objects from various angles. These objects would be rendered in a 3D run-time environment much like QuickTime VR does today. Each could do minimal animation and provided the basics for a photo-realistic immersive environment
The rotating motion base is spun by a stepper motor controlled by the computer. A digital camera and custom software is used to automatically snap photographs at equally spaced angles of rotation. Back lit blue screening is employed to automatically extract the object which is then compressed and placed into a 3D scene
This is the run-time where objects are displayed as the user navigates an environment. Given that these objects were photos, a very real looking environment could be designed but as such miniature models are needed instead of computer generated objects
 

 

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