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Originally posted by T3hEn1337ened
Originally posted by Time2Think
reply to post by T3hEn1337ened
That's exactly what the point of all of this is man, they CAN now make better graphics than those 3 videos you posted up - if you watch the FIRST video that SaturnFX posted, the developers of the technology clearly state that they are NOT artists.
Riiight, but they can't.
See, what they CAN create is a still scene with unlimited detail. I'm not denying that that's impressive, and while game developers can't do that yet, they CAN create photorealistic graphics with movement, physics, lighting, and shading fully integrated.
It has nothing to do with being an artist. I understand that they're not artists, and so that's why their textures look like crap, but until they can create a character that moves through a scene, gets hit by a rocket, and then flys across the room using ragdoll physics, their technology can't be used for for anything but static objects. In a world where destructible environments and moving vegetation are all the rage, static objects don't get you very far.
Do you get what I'm trying to say? It's not about what their technology CAN do, it's about what it CAN'T.
Originally posted by SaturnFX
Originally posted by mrMasterJoe
reply to post by SaturnFX
Err, well. I only have to use some pretty simple and basic logic. Most people these days don't seem to be able to do that any more!
More detail = more data = more processing and storage requirements. GOT IT?
There is no way around that...
I do not even have to know the details of this tech. But you simply have to look up voxel based rendering. Without stating the word "voxel" itself they claim in the video that their tech is based on something that is known in medical visualisation. Well and that IS voxel (volumetric) rendering.
You guys believe in fairy tales these days...edit on 3-8-2011 by mrMasterJoe because: Typos
The cloud rendering technique is what is being touted here, how it appears, not the base mesh itself. This can be tweaked. They make a big deal about POV rendering (which assumes everything else outside of the rendering field of vision is not rendered, but that is just an assumption since they made that point pretty clear).
So, ya...only the immediate relevant information is rendered through some sort of search engine style principle (only get what you seek).
I guess the concept is, if you are looking forward, everything behind you disappeared, until you turn around...sort of surreal if you think about it...again, just basing my assumptions on a claim.
There are numerous examples of this (vector graphics for instance where you can have infinate clarity, yet the size of the image is very small because its based on algorthms verses point by point pixels)
Originally posted by undo
reply to post by BIGPoJo
yes, that's true. the entire set of 3d models, whether detailed or billboarded, have to be loaded, whether the camera can see all the parts or not. unliimited detail tech is saying it only has to depict what the camera is currently pointing at and nothing else.
How does it work? If you have a background in the industry you know the above pictures are impossible. A computer can’t have unlimited power and it can’t process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it's real and it all works. Unlimited Detail's method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly. Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call "mass connected processing". Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end. The result is a perfect pure bug free 3D engine that gives Unlimited Geometry running super fast, and it's all done in software.
Originally posted by undo
reply to post by BIGPoJo
it reminds me of the double slit experiment
all pieces of data meant to be depicted on the screen are in super position to one another and are not depicted until the measuring device (the camera) looks at them.
Originally posted by mrMasterJoe
reply to post by BIGPoJo
In order to achieve some sort of similar look to these days "polygonal" games you should take the following things into account (please offer me ANY solution for the problems, k?):
- How do you ensure to ALWAYS fill in the "gaps" that occur with volumetric rendering - taking into account the Nyquist-Shannon sampling theorem?
- How do you do shadow casting without using raytracing for a voxel cloud? Think about occlusion issues for some million voxels?
- How and where do you store the data for 100.000 times the detail of current games? 100.000 times the detail means 100.000 times the data you have today. And well - the data today is already cleverly compressed....
There are much more issues with voxels... but I think these are enough to show you that the claims made by this "company" are impossible to be true
Any suggestions? I am waiting...edit on 3-8-2011 by mrMasterJoe because: (no reason given)
Originally posted by mrMasterJoe
reply to post by BIGPoJo
In order to achieve some sort of similar look to these days "polygonal" games you should take the following things into account (please ofer me ANY solution for the problems, k?):
- How do you ensure to ALWAYS fill in the "gaps" that occur with volumetric rendering - taking into account the Nyquist-Shannon sampling theorem?
- How do you do shadow casting without using raytracing for a voxel cloud? Think about occlusion issues for some million voxels?
- How and where do you store the data for 100.000 times the detail of current games? 100.000 times the detail means 100.000 times the data you have today. And well - the data today is already cleverly compressed....
Any suggestions? I am waiting...
Originally posted by SaturnFX
Honestly, nothing is sweeter than interrupting someone whom is speaking about how something is impossible to present them with the impossible thing accomplished.
Thanks folks...will let you folks take over from here...the future looks bright, and I am pretty glad I am not part of the denial religion...I guess Notch is going to be making a few enemies for leading people into strawmen arguments.