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Originally posted by Akasirus
Originally posted by BIGPoJo
This thread reminds me of the old sprites are better than polygon debate because its not practical for consumers to render such objects. Back in the day we could put up more sprites than polygons, just saying.
2D->3D is not in anyway the same as Polygons->Voxels. The former was adding new dimension, with a different coordinate system. Polygons and voxels are just different ways of subdividing a 3D object. The same vectors and math in a 3D world apply to both polygons and voxels.
Think of it this way: Polygons are building blocks used to subdivide a 3D object to allow it to be rendered with finite resources. Voxels are also building blocks used to subdivide a 3D object to allow it to be rendered with finite resources. Polygons are already so small, they are pushing the limit of most hardware. Voxels are many, many times smaller than most polygons. Do you see the problem here? So how are we supposed to have thousands of times more building blocks calculated, using less resources?
Originally posted by john_bmth
reply to post by pilotx
What is your background in the field if real-time, computer graphics that you can brush off the criticisms and cheerlead this tech with such scant information?
Originally posted by john_bmth
reply to post by Limbo
Of course it's a voxel engine!
Originally posted by john_bmth
reply to post by Limbo
It's not a straw man, it's a ver good argument. Why are people defending to the hilt concepts they do not understand?
Originally posted by radkrish
I work with 3ds max and stuff. I find such atom based engines an unnecessary thing. Users are already being blown away with the amount of interactivity available in today's game that there simply no need for more realism but intelligent use of the already existing engines and tools.
Artists spend hours trying to model out as usable, near photo real set and props, characters and find a sense of accomplishment and hard work worth doing for. This technology would work in research areas but not feasible to sit in the user's wallet. The amount of hardware power would go immense and think about the 'art' stuff and such. There will be less work for artists and more for programmers and developers alike.
And most importantly is it going to make the games more expensive and the users more self-destructive? Imagine users sitting and immersing themselves into reality amongst an already existing pile of meaningless entertainment.
Originally posted by Nobama
reply to post by T3hEn1337ened
uh, Directx can barely keep up with a properly set up OpenGL API, so what makes you think it has any chance of competing with unlimited atoms??
Originally posted by SaturnFX
If your a gamer, this is going to knock your socks off X 1000
Originally posted by TheUniverse
The OP has been debunked here someone mentioned it Earlier but didn't garner enough attention.
It doesn't run on Weak computers. That's just Non-sense.
notch.tumblr.com...
www.abovetopsecret.com...edit on 3-8-2011 by TheUniverse because: (no reason given)
They made a voxel renderer, probably based on sparse voxel octrees. That’s cool and all, but.. To quote the video, the island in the video is one km^2. Let’s assume a modest island height of just eight meters, and we end up with 0.008 km^3. At 64 atoms per cubic millimeter (four per millimeter), that is a total of 512 000 000 000 000 000 atoms. If each voxel is made up of one byte of data, that is a total of 512 petabytes of information, or about 170 000 three-terrabyte harddrives full of information. In reality, you will need way more than just one byte of data per voxel to do colors and lighting, and the island is probably way taller than just eight meters, so that estimate is very optimistic.
Another weakness is that voxels are horrible for doing animation, because there is no current fast algorithms for deforming a voxel cloud based on a skeletal mesh, and if you do keyframe animation, you end up with a LOT of data. It’s possible to rotate, scale and translate individual chunks of voxel data to do simple animation (imagine one chunk for the upper arm, one for the lower, one for the torso, and so on), but it’s not going to look as nice as polygon based animated characters do.