![]() ![]() ![]() It is mostly on par with reality, even though it's not indistinguishable yet. It is finally possible to simulate certain aspects of reality in real time and with sufficient precision to declare it an accurate simulation overall.įor example, the Forza Motorsport racing simulation for Xbox is physically realistic. In essense, it can take hundreds of photos of the Eiffel Tower from Flickr and automatically create a detailed 3D model.Īs of 2007 we are on the threshold of realism in computer games. Photosynth is an upcoming technology from Microsoft (videos, live demo, etc.) to recreate 3D environments from unstructured collections of photographs. ![]() To create a realistic virtual environment one would only need to clean up the raw data a bit, combine the air photos for rooftops and large buildings with ground level images for details, add virtual pedestrians and traffic on streets. Using a combination of these approaches 3D models of cities will soon (est. Google is quietly doing similar stuff, and may do much more in the future Hi-resolution satellite images of urban areas are being incorporated into MSN Virtual Earth. It is already feasible and cost-effective to acquire photographic data for Yellow Pages using the "drive and shoot" model. Some crude methods already exist to quickly generate 3d models of larger real world scenes (using image processing and LIDAR) - urban landscapes and indoor environments. Some technologies already exist: laser scanners and 3d printers for small objects. This will have much wider implications than just more realistic games, this is going to gradually change what we consider reality. To bridge the gap between reality and virtual reality we need methods to quickly (not slowly and manually ) convert objects from physical reality into digital models and back. HOW TO MAKE THE WATER IN VIRTUAL SAILOR 7 MORE REAILISTIC FULLEventually, uploading will make feasible a full migration into virtual reality, while robotic bodies will make the reverse possible.ģD city models in interactive maps, MS Virtual Earth 3D By then most of the people will spend a significant part of their lives in virtual reality (playing, communicating, working, having sex). The step after that will be the integration of these worlds with input/output technologies, such as VR goggles and brain-computer interfaces. Eventually virtual reality worlds will integrate into a global Metaverse running on a distributed grid. The next step (2010-2015) is going to be development of more open systems, where content can be moved across platforms and where separate worlds can be linked (for example a room in a virtual building can be simulated on a private server using different simulation software, but would still be accessible for the people walking in the virtual city). Overall more than 100 million people play 3D computer and video games online (45 million in 2002 ). More than ten million people play MMORPGs as of 2005 and about 100 thousand "play" in general purpose worlds. These persistent worlds are running on clusters of servers (sometimes distributed) and usually allow creation of custom content and programming by users. Another important development were persistent worlds - various MMORPGs and "general-purpose" virtual worlds such as ActiveWorlds, Second Life, and There. The next step (late 1990s) was to have multiplayer worlds, where several participants could interact with limited realism. Virtual reality started with single-player worlds simulated on a local machine (first 3D games and research projects before that). Another demo Toshiba shows how our selves can be transferred into the VR as avatars. The Mirror World video (30Mb, Quicktime) provides an interesting glimpse into the future connections between virtual and real world. This information can also be used by robots for navigation in the real world.
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