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Originally posted by Uncinus
Originally posted by Glyph_D
It is claimed that "64 atoms per cubic millimeter (four per millimeter)". This the maximum this technique can zoom in on an object. Surely this is overkill when considering game design. The level of detail would be cut at a virtual distance of an average of 6-12 inches(as per the status quo of current gen games)
How would it render hair, which is 0.07 mm thick?
Here's an in-game weapon from Rage, are you sure you could model this at .25mm?
[atsimg]http://files.abovetopsecret.com/images/member/7be5193e463d.jpg[/atsimg]
Remember, ever little speck on scratch and there has to be made from voxels.edit on 3-8-2011 by Uncinus because: (no reason given)
Originally posted by Glyph_D
reply to post by Glyph_D
He's just describing how voxel rendering with ray casting using sparse voxel octrees works. It's nothing new. He did not invent it. There's loads of other examples of the exact same thing.
Originally posted by flexy123
its all ABOUT optimization! No one denied its sort of voxel rendering...thats not the point.
The point is they CLAIM to have found the "magic algorithm" which makes voxel/point rendering REASONABLE on normal PCs. That's all what this is about.
Originally posted by Glyph_D
Originally posted by flexy123
its all ABOUT optimization! No one denied its sort of voxel rendering...thats not the point.
The point is they CLAIM to have found the "magic algorithm" which makes voxel/point rendering REASONABLE on normal PCs. That's all what this is about.
The difference with this new version and the already present version is its render "count" i believe.
Current voxel rendering renders geometrically every point in real time regardless of resolution. the optimized version only renders what the resolution can handle.
Originally posted by KJV1611
I would probably never go outside, grow big and fat, and die a happy virtual life
Originally posted by Limbo
Originally posted by Uncinus
Originally posted by Glyph_D
It is claimed that "64 atoms per cubic millimeter (four per millimeter)". This the maximum this technique can zoom in on an object. Surely this is overkill when considering game design. The level of detail would be cut at a virtual distance of an average of 6-12 inches(as per the status quo of current gen games)
How would it render hair, which is 0.07 mm thick?
Here's an in-game weapon from Rage, are you sure you could model this at .25mm?
[atsimg]http://files.abovetopsecret.com/images/member/7be5193e463d.jpg[/atsimg]
Remember, ever little speck on scratch and there has to be made from voxels.edit on 3-8-2011 by Uncinus because: (no reason given)
Well I guess you could.process the model as normal and then introduce this into your engine.
Example your model is 10x10x10 units You process this in high detail but the instance in the world occupies 1x1x1 unit?
So essentially your space is split into subspaces where the definition of unit is not consistent across them...
EDIT
Essentially you would change the point density of the processing tool..
Limbo
edit on 3-8-2011 by Limbo because: (no reason given)
Originally posted by flexy123
(Using some "magical" alogorithm which can detect the pixels to render from a zillion of pixels in a 3D scene)
But this still does not explain a LOT....memory management....animations etc..what happens if a scene is DYNAMIC?
Originally posted by Glyph_D
Current voxel rendering renders geometrically every point in real time regardless of resolution. the optimized version only renders what the resolution can handle.
Originally posted by Glyph_D
reply to post by Uncinus
link
"We made a search algorithm, but it's a search algorithm that that finds points, so it can quickly grab just one atom for every point on the screen." According to Bruce Dell, it's all about efficiency. "So think about the difference," he says. "If you had all of the points you are seeing on the screen, like in our demo, it's going to take forever. You'll be waiting for a long time. But if you're grabbing only one for every pixel on the screen, then you don't have a trillion dots, you have… well, pick a resolution and do the maths!
"That's the difference. In layman's terms that's how we're doing what we're doing. The workload is so small that at the moment we're running software just fine with real time demonstrations and we're still optimising, because we keep finding more efficient ways to do this."
heres a convo with the front man of the development.
as above he states that the work load is relative to the resolution.
Originally posted by BIGPoJo
Originally posted by Glyph_D
reply to post by Uncinus
link
"We made a search algorithm, but it's a search algorithm that that finds points, so it can quickly grab just one atom for every point on the screen." According to Bruce Dell, it's all about efficiency. "So think about the difference," he says. "If you had all of the points you are seeing on the screen, like in our demo, it's going to take forever. You'll be waiting for a long time. But if you're grabbing only one for every pixel on the screen, then you don't have a trillion dots, you have… well, pick a resolution and do the maths!
"That's the difference. In layman's terms that's how we're doing what we're doing. The workload is so small that at the moment we're running software just fine with real time demonstrations and we're still optimising, because we keep finding more efficient ways to do this."
heres a convo with the front man of the development.
as above he states that the work load is relative to the resolution.
Too bad Notch decided to run a smear campaign on these guys before actually knowing who they are or what they do. The Australian government is funding this thing and the big players in the industry are already talking to them.
This is not a hoax, if it was a hoax he would be screwed in the end. The Australian government would lock him up and his investors would sue his ass.
Originally posted by Turq1
So instead of polygons...things are made of little atoms, or spheres...which are polygons.
And how would this not take up massive computing power? If it was "unlimited power" then why did he say they ran it at 20fps? Doesn't seem to make a lot of sense.
Realistic graphics don't make a game good either. Art > graphics.
Originally posted by SaturnFX
Originally posted by countduckula24
I'm fairly techno-illiterate when it comes to the concept of graphics. However this sounds really cool, so thank you very much for sharing. I am reading the article now and will watch the video later, as I am at work at the moment. From what you've indicated it sounds like video games, and hopefully other applications, are about to get completely revolutionized.
More or less, yes.
If your a gamer, this is going to knock your socks off X 1000
Hmm...no. Tessalation, yes.edit on 2-8-2011 by Turq1 because: (no reason given)