Compact Geometry for Interactive Games
As game worlds become richer, the amount of three dimensional data needed to describe characters and objects is becoming an increasingly important problem. PDE geometric modelling offers an interesting form of compression because a complex surface may be represented using a relatively small set of boundary curves, parameters and constraints rather than storing every vertex of a dense polygonal mesh. The detailed surface could then be reconstructed mathematically when it is needed.
For networked games, this opens up the possibility of streaming compact geometric descriptions instead of complete models. A simple version of an object could be received first, followed by additional information that gradually improves its shape and detail. The same representation might also support different levels of detail and the transfer of motion between related models, reducing both storage requirements and network bandwidth.
The main difficulty is computation. The equations must be solved quickly enough for interactive use. If this can be achieved, PDE geometry could provide a practical route towards games in which increasingly complex characters and environments are transmitted, reconstructed and manipulated in real time.