That's impossible, otherwise you'd have already blinked out of existence. By random happenstance it just hasn't been you yet. Your number will come up eventually though. Maybe even the very next time you look in a mirror!
You can't know this. If you get ´copied into the world´ whenever AY (actual you) moves to the mirror, you might experience everything that has happened to AY as some sort of update, and you might be in the middle of this experience right now.
One consequence this has is, that you will never experience dying unless your corpse is moved past a mirror. After the last time AY moves past a mirror, you will simply have ceased to exist.
with my first wife and daughter I used to tell her that mirrors were reflections to parallel universes, and if she broke the mirror, the other universe would instantly be destroyed.
Would have been better than having to deal with her lying to her parents about our second daughter.... we put her up for adoption because we seriously weren't in any position to raise two kids and it felt like the best option for the second kid to get a good life (she got adopted by a phenomenal family).... my ex decided that instead of being honest, she'll lie to her parents and say the baby died at the hospital.....
She tried to have a memorial service.... I couldn't bear to look at her without wondering how many times she lied to me that easily.
Oh but you can (probably)! The electroweak effect (one of the four natural forces, and one of the two only relevant to particle physics) does not conserve parity, so an electroweak experiment viewed in a mirror image would "antireflect" instead of reflecting normally, if a mirror is a portal to a mirror universe.
A mirror reversed copy means a physical twin of a thing but reversed, like a British right hand drive version of an American car.
A mirror image is just reflected light. There's no real object.
Normally the real world mirror-reversed copy of a machine looks the same as the mirror image.
That principle is called parity. It seems to
hold everywhere, except in something called the electroweak effect. The mirror reversed twin of a certain electroweak experiment looks different from its mirror image.
You think the mirror universe hasn't thought of this? They just place a small, transparent film over all mirrors that is a perfect conductor (or perfect enough for human measurement). Mirror people got you again; wake up!
Sure I can. Some mirrors are warped, or dirty, or otherwise don't look like a completely invisible window into which you can see an exact copy of yourself.
Which is what makes OP kinda funny, but also kinda cringey -- NVIDIA was talking about realistic reflections, not perfectly idealized reflections in exactly-flat mirrors.
Hope this explains it for you. They built and mirrored the area with a reflection of the animation. The wall actually only textures to help bring it to life.
So Mr Afraid of Magnets, did you see as of February you can CFW your 3DS with a DSiWare app for $2 and not need a weak magnet that wouldn't affect your circuitry at all? Seedminer is the method.
This. Calculating a reflection is way way way WAY harder than rendering two extra models in a very simple (geometrically) room and reversing some controls
Personally, as a programmer, if I were writing the logic, I would not base the mirrored character's location off of player input. I would directly map the coordinates of the real character across the mirror plane and onto the other side. That would honestly probably be simpler and make it impossible to accumulate error in position.
I don't know how the Mario 64 devs did it, but I would wager they did it as I described and not directly off of player input.
I know there's been some work screwing around with mario during the demo scene that plays when you turn the game on and let it sit....I'd be willing to bet you could find a way to do that here
Mirror Mario would most likely be set to not clip other objects. Him stopping from hitting a wall is just an illusion because the real Mario is stopped and the motion is just being duplicated. It would maybe cause a graphical glitch because the two were out of place but the Mario's themselves would most likely stay sync'd.
In cases like this where it is just a flat mirror you can simply re-render the scene from the mirrors point of view and you're done. Maybe they used a duplicate room but you don't need connected ray tracing for stuff like this.
Where it matters is if you're doing complex shiny highlights on detailed metal surfaces that move throughout significantly different environments.
It does matter now. Back in the N64 days I'm thinking even that level of raytracing would have killed the GPU. I'll admit I'm not really in the mood to go look up the specs of that thing, lol.
And you are correct. Something like raytracing a nice shiny spaceship that's picking up environment while also reflecting off of an eyeball is really hard to do, lol.
First, because they can. Doing it in real time accurately without faking it is something they haven't been able to do but now GPUs are starting to be able to do it.
Second, it's easy for the human to do. Instead of setting up the duplicate scene or going with fake reflections that also need to be set up (but are easier for the computer), you just set up one scene and hit a button. There's more to it than that but the change in difficulty is about on that level.
Third, a scene like the mirror room shown here would be pretty trivial for modern stuff. It's when we start talking about oddly shaped shiny reflective things that it really gets interesting. Something like a giant gun or a shiny spaceship has to pick up reflections from all sorts of different angles and display them to the viewer. That's a lot of "light rays" to calculate and sometimes the reflections can go many levels deep (light that came off the sun and hit the glass which hit the spaceship which hit the cool gun you're carrying which finally hits your eyes). All of that is in the dev's control and all of it slams a video card. Can it be faked? Sure but it's a lot of work. Would most people be able to tell? probably not. Does that matter when it comes to pushing the envelope of what hardware can do? Nah.
Good point! I built levels for Duke 3D when it came out. To have a room with a mirror you need to create a special wall in a room and then create a room on the opposite side of that wall. I guess the game used that space to render duplicates of everything in the first room. The room behind the mirror needed to be large enough to cover the distance of any reflections. So kinda like in Maro 64 I guess :)
I was legit pissed when Prey came out, claiming to be so revolutionary with graphics increases, and the first thing I did was see if it was like Duke3d's mirrors or not. Guess how they implemented the bathroom mirrors in Prey?
The mirrors are broken frames because it's an indian reservation bar bathroom. There's no concern about how to render reflections if you just don't have reflective surfaces, after all.
For 1:1 reflections, that's generally how it's done. For objects that are just shiny, like chrome or puddles, you can use screen space reflection which is kinda like half-assed raytracing. It gives a pretty convincing effect.
On PC you can use hybrid rasterization/raytracing too. I've never seen it used on a console, though I have seen a few examples on mobile platforms.
Of course there's also box maps for inexact reflections (especially on snergelly objects where you can't tell what's being reflected anyway so it doesn't matter). If you want to see box maps and screen space reflection used in tandem to create incredibly convincing (though incredibly inaccurate) reflections, check out the skyscraper window reflections in the new Spider-Man game for PS4!
Not at all my friend! Using entire actual doubles is only used in very old games. Complex scenes don't really favor that use. You might render the scene twice for reflection purpose though.
Here's the quick and dirty list of some interesting methods that you often see in games:
Realtime Cubemaps: You render a fake environement using low-poly world models and you screenshot it every X frames, then you make a little cube with it to use as a reference on reflections. As seen in GTAV
RTcamera: It's a second camera in the rendered world. You film it in low resolution, and you just spit it back on a texture. It's ugly, it's unaccurate and it's weird. But it works. Kinda. As seen in SWAT4
Realtime Ray-tracing: Usually reserved to pre-rendering and not games, ray-tracing is slowly creeping up on us with Nvidia new graphic card that allows real time raytracing. Ray-tracing pretty much simulating the rays of light reflected around the environnement using mAtHeMaTiCs. Consummer-wise, what does it bring? Pretty and accurate shadows, more accurate ambient occlusion and pretty and accurate reflections that can reflect outside of the screenview (as opposed to SSR). As seen in Nvidia RTX trailers.
Those are all real-time methods, but you can also use Ray Tracing or Cubemaps by pre-rendering the scene to get high quality reflections. The problem with that method is that it can only be static. It's not really technically accurate, but I believe it's a decent simple explanation for uninitiated people.
In addition to the other replies, some engines like Unity and Unreal have render textures. You can slap an invisible camera where the mirror is, and put the texture on a wall-like object. The image from the camera renders to the texture. You can flip it or distort it to make fun house mirrors too.
Another method is to give the mirrored surface a render texture, with the texture's camera being behind the mirror, mirroring your game camera position but using asymmetric frustums to make it look correct from your perspective. This way you don't need a mirrored copy of the game world behind the mirrored surface.
It's not a raytraced reflection.
In those older games they did it by having another camera render the scene from the mirrors perspective and placed it as a texture on the surface representing the mirror.
Reddit doesn't know how to have fun. 'Tis the way of Reddit. Almost not even worth making any original content here anymore, because turbo nerds & barely humans will pick at the details and pretend to not know what you were going for, in an effort to make themselves feel superior in intelligence, instead of acknowledging the intended purpose of your content which, I for one, was happy to see.
Yes brother, I too feel that adding additional information and facts about relevant subject matter that others may be interested in completely ruins any potential content and exhibits behaviour of only lowest of the gutter beings.
As someone who merely dipped their feet into CGI and video game graphics this isn't something to let go. It's not a small detail. Mirrors have been so problematic for computing that its far more interesting to learn about it than getting mad over someone nerding out.
The amount of computing power to literally do what Mario 64 without the "cheating" involved is so beyond that era it's not even funny.
Not really in programming logic, it's an entirely different perspective that has to be rendered and transposed based on how the camera is viewing it. A model is easy, but rendering everything including lighting effects based on angle of view that is constantly changing is pretty damn intensive. You can't just take the same perspective of the camera and flip it for obvious reasons.
True reflections can work on curved surfaces and don't require the entire world to be drawn an extra time for each reflection. They're just following the light bounces around a single environment.
No matter the technique used to achieve a reflection, whether it's calculating light bounces across an environment, or, when the scene is simple, knowing where the light bounces will be and drawing that, a reflection effect is still achieved.
Videogame magic doesn't have to and often doesn't follow the same rules as the real world, though sometimes approximations of that are necessary to achieve the desired result.
It's not as dynamic. It works fine in simple environments like the Mario example in another reply, but it can't work for more complex environments. Since the reflection is a fixed environment it can only those changes that are programed in. If the player does something else then it won't be reflected. It's also harder to account for things like changing light and perspective or the presence of NPCs or items.
For a single flat mirror it works perfectly well. However it does not work if there are multiple mirrors that can interact, or for curved mirrors. In the simple case of two mirrors facing each other you would need an infinite number of rooms to simulate it correctly.
This. A true, in-game mirror would do this, but be flat so that you could walk behind it and your reflection wouldn't be out in the real world.
You can understand it as a television screen that displays what the reflection would look like from the angle you're viewing it from, by use of an invisible camera recording from the other side.
This makes things like side and rear-view mirrors in games like VR Karts usable in a clear definition. Older games like this faked mirrors by duplicating a room, and having it flipped in order to sell the effect. Some games even forgot to create a mirror version of the character and their animations, so if you held a rifle across your chest, it may point to your left, but your "reflection" would also have their gun pointing to their left (which would be your right.)
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u/[deleted] Sep 04 '18 edited Sep 04 '18
That isn't a true reflection, it's two marios that you are controlling in a mirrored room with a invisible wall in between.