[About]
[Affiliates] [Contact
Us]
T-Buffer Cinematic
Effects

Depth of Field Blur
Depth of Field blur is one of 3dfx's
new tools for game developers, that will allow them to create more
realistic, immersive environments. Although it could be rather difficult
to implement, the principal behind this tool very simple. When
considering depth, our eyes can only focus on one specific point, with
all other points closer or farther away looking slightly blurry. Film
producers have used this fact for decades to focus the audience's attention on the most important part of the movie, so it belongs in
3dfx's suite of 'Cinematic' tools. Developers will use this feature in
the same context as their film counterparts; to focus attention on the
most important part of the picture.
Motion Blur
Another so called cinematic effect is
motion blur, which also had it's roots in the movies. On a TV camera,
the shutter is exposed to light for a fraction of a second, thus
capturing the motion during that time, resulting in a slightly blurred
frame. These frames are then strung together, creating an illusion of
continuous action. Computer graphics can not mimic this, because each
frame is clearly rendered, with no blur at all. Motion blur remedies
this by adding a slight blur to the edges of moving objects, thereby
creating continuous, realistic animation. Motion blur can also
exaggerate the blur at the edges of any object, to create the illusion
that the object is moving very quickly.
Soft Shadows
Another cinematic effect implemented by
3dfx is the soft shadow tool, which allows game developers to create
accurate, real world shadows, instead of the flat, sharp-edged
facsimiles that have been used. If you look closely at the shadows all
around you, you will notice that the edges are slightly blurred,
especially on textured surfaces. When implemented properly, this tool
will eliminate the crude shadows in modern games, and give them a whole
new feeling of realism.
3dfx seems to believe that little
touches here and there in the picture will usher in a whole new era of
games, supporting the T-Buffer of course. Indeed, there is a general
movement to improve the realism of current game environments. Who knows,
maybe the T-Buffer is the very thing that the industry needs. Anyhow, if
it is, I'm willing to bet that nVidia won't be too happy about it.
Next Page
Last Page
|