Approaches to Interactive Environments
Interactive environments are becoming more and more popular with the advent of platforms such as Unity and Unreal Engine. These platforms provide an easy to use powerful set of tools to create 3D scenes – whether for a game, simulation environment or visitor attraction. The applications are endless, but the demands on computing power are very high, depending on resolution, complexity and the quality sought.
Approaches such as Level of Detail (LOD) management simplify models dynamically the further they are away in a scene, appear less important, or have a lower viewpoint-relative speed. This sacrifices texture resolution or frame rate.
But what if we don’t want to make these sacrifices?
What if we can have full HDR, high-fidelity display of both pre-rendered playback media and interactive real-time imagery?
With DeltaRealTime, 7thSense Design takes a different approach and provides a fully-comprehensive mixture of high resolution real-time and playback media, making available the use of lighting, blooming, shading, occlusion and particles.
By pre-rendering the parts of the 3D scene that are known to be consistent, and require no real-time interaction, it is possible to focus the real-time graphics generation on the parts of the scene that are required to be truly interactive. The playback media (pre-rendered) and real-time parts are composited dynamically by Delta Media Server, using depth information generated by the real-time engine. In this mode, pixels that are occluded, or exist in the pre-rendered frame, are culled so that no unrequired pixels are added to the frame load.
Functionality is also provided for multiple real-time feeds to be composited together in 3D to enale real time scenes rendering across multiple render nodes.
DeltaRealTime adds another dynamic factor with its real-time stencil feed. Here, the R, G and B channels are utilised to carry information for the real-time assets, to add dynamic lighting, shading and transparency effects.