I came across a site called inkscape.org that offers a free and open source vector graphics editor used for creating illustrations, icons, logos, diagrams, maps and web graphics, when I got this curious idea.
Something that I realized was when zooming in nothing ever gets pixelated, unlike when using images such as jpeg, bitmaps, or any pixel by pixel based image. This made me wonder if it would be possible to carry this same idea into an actual 3d world with vector based textures. No matter how close you get to an object, the texture would never look blurry. Instead of having 20 somethings mipmaps and a 8192x8192 texture or larger you just have 1 vector based texture that scales with distance automatically. On a texture with a bunch of small details based on vectors, you could just have them assigned to different groups that would be rendered based on distance. You could still tile them, and give them special properties, but I am not sure how much space these textures would take up.
I was just thinking as textures are getting very large and are starting to consume a fair amount of space. Thanks for reading
Something that I realized was when zooming in nothing ever gets pixelated, unlike when using images such as jpeg, bitmaps, or any pixel by pixel based image. This made me wonder if it would be possible to carry this same idea into an actual 3d world with vector based textures. No matter how close you get to an object, the texture would never look blurry. Instead of having 20 somethings mipmaps and a 8192x8192 texture or larger you just have 1 vector based texture that scales with distance automatically. On a texture with a bunch of small details based on vectors, you could just have them assigned to different groups that would be rendered based on distance. You could still tile them, and give them special properties, but I am not sure how much space these textures would take up.
I was just thinking as textures are getting very large and are starting to consume a fair amount of space. Thanks for reading
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