3D graphics
Posted: Sun Jun 19, 2022 8:30 pm
I've just started on the next iteration of the 3D graphics. I think this is the sixth time I've overhauled the tooth chart. One of the earliest versions, 20 years ago, was a simple jpg that I drew shapes on. Some of the overhauls have been required by updates to graphics cards over the years, and some have been part of a push for better organization and more features. The most recent overhaul was two years ago from DirectX 9 to DirectX 11. It was worth it, but it was far from trivial. I had to write an entire graphics engine from scratch. Now, after years of searching, I have found a suitable graphics engine written by someone else who actually does that full-time. Why not just use Unity or Unreal graphics engines? Because they are both ridiculously overpowered for drawing teeth. I'm not trying to build a video game inside of Open Dental. The bloat and cost are just not worth it. Once I port the existing code from my mediocre graphics engine over to the professional graphics engine, it will open up many new possibilities. I will finally be able to have shiny teeth that reflect light off of all the little scratches and pits, just like the modern video games. The incisal edges will look properly transparent, and ortho hardware will finally look like silver, with lots of contrast in the reflections. I could finally do a set of curved jaws that open and close, a full set of gingiva, selective transparency, and support for flying around to view from any angle. Longer term, you could use a 3D scanner to get the topography and images of each patient, and we could use that instead of the generic tooth chart. And there are, of course, many improvements that I can imagine after that. As I say frequently, our real goal is to have the computer do all the drilling, and everything we build is just a stepping stone along the path to that ultimate goal.