Talk:Real-time computer graphics
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The contents of the Real-time rendering page were merged into Real-time computer graphics on 9 June 2017. For the contribution history and old versions of the redirected page, please see its history; for the discussion at that location, see its talk page. |
Merge
[edit]It looks like we have two articles about the same thing. JMP EAX (talk) 14:03, 4 August 2014 (UTC) Done
Last sentence is gibberish
[edit]As a non-expert, I am completely at a loss to understand the final words of the article: " . . . to a degree that is far more realistic than and compensating computer-graphics' degree of realism". I'm not making sport of this, I actually wish I could understand what this means. Israelgale (talk) 02:18, 25 February 2016 (UTC)
Copy edit
[edit]I have done a complete copy edit. If agreed, the tag at the top can be removed. Pursuedbybaer (talk) 15:42, 20 December 2017 (UTC)
Suggestion
[edit]The motion capture film Beowulf is mentioned—should more recent examples such as Avatar and the upcoming Ready Player One be mentioned? Pursuedbybaer (talk) 15:42, 20 December 2017 (UTC)
External links modified
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"History" is not accurate
[edit]History currently says that the first experiment was the Catmull hand. But the Sword of Damocles experiment, https://wiki.riteme.site/wiki/The_Sword_of_Damocles_(virtual_reality), was in 1968 (started '66) and that showed wireframe 3D graphics *on a VR headset*. — Preceding unsigned comment added by Hamishtodd1 (talk • contribs) 14:52, 13 February 2019 (UTC)
first major advances to realtime were in simulation
[edit]article misses some key history on realtime rendering. Simulation by 3 main companies Evans and Sutherland, Link Flight Simulation and General Electric were actually some of the first applications of realtime rendering. They created flight simulators for commercial and or military applications that required realtime rendering in the 70s/80s that predate a lot of the usage in video games at a time when the consumer world was mainly dealing with prerendered graphics. there is a lot documented on this in IEEE, aviation journals and academic citations. 4.15.127.134 (talk) 01:46, 18 June 2024 (UTC)
- Here's a SIGGRAPH article from 1977 making the point: “Real time digital image generation” by Szabo - ACM SIGGRAPH HISTORY ARCHIVES
- "The first significant application of real time digitally generated raster images is in the area of simulation for pilot training. At present, digitally generated raster images are employed for the training of commercial airline pilots, military pilots, and astronauts. Real time image generation is a much more demanding task than performing the same with no predetermined time requirement. The former requires extremely high data rates since a complete image has to be computed in 1/30 of a second, and this image must typically contain a high degree of detail which can be displayed only on a 1000 line color display. Consequently, the computational speed requirements for these real time systems exceed by far the capabilities of any general purpose hardware. This implies that the overall image processor consist of a pipeline system, the elements of which perform coordinate transformation, clipping, projection, and continuous shading calculations. In addition to the above tasks, real time image generators must also be free of such effects as rastering and aliasing." Realtime366 (talk) 21:41, 7 July 2024 (UTC)
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