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Originally posted by howmuch4another
Originally posted by SaturnFX
ok, this will be almost meaningless to some of you
some of you will drool over this endlessly..
First, the article
Source
A little more than a year ago, we wrote about an Australian hobbyist named Bruce Dell who was claiming--with video evidence to back it up--that he’d created a new graphics technology that could deliver unlimited power. That is, rather than working with a limited number of polygon shapes (restricted, of course, by computing power), a graphic environment could be built from an infinite number of 3-D virtual atoms, much like the physical world. It was a cool idea. Then Dell and his Unlimited Detail graphics system disappeared.
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Dell describes in perfect exhilarated-Aussie just how awesome this technology could make our video game worlds and other virtual environments. Unlimited Detail can now pack one million atoms into a single virtual cubic inch, allowing for unprecedented detail. And it could make such environments less virtual, allowing game designers to “scan” in objects from the real world and present them as they look naturally, making video game worlds a kind of hybrid reality with some parts real and some parts engineered by artists.
ok, basically:
They made little game atoms...the atoms assemble based on perspective, and you can zoom in pretty much infinately, this allows for the most realistic graphics short of...reality.
Every blade of grass will be a "physical" object...every grain of sand will be its own geometry sand particle...
You can scan in things and it will look exactly like what you scanned in with no poly count consideration...it runs on even a weak computer and makes all things smooth and breathtaking...not to mention the ability to use the new infinate geometry in practical environmental settings (dust storm is literal bits of sand picked up randomly from the scene, could even to proper destruction.
Once this is released, video (be it games or CG videos) will be pretty indistinguishable between reality and fiction.
And now watch the video...
Star/Flag. My son showed me this last night and blew me away. So if I understand you get to go atomic in detail without the accompanying data load?
Interesting comment in the video " keep in mind we're a technology company and not a gaming company". They are novice at CGI and look at that rendering. This should also be huge for 3D no?
Originally posted by Laokin
He was totally right though... their artists DO suck... LOL! However, it's still a technological marvel.... They said he was crazy and nuts back in 2008.... Some feet have been put into mouths with this one.
They’re hyping this as something new and revolutionary because they want funding. It’s a scam. Don’t get excited
Originally posted by sean_uk
I’m a bit sceptical of this company’s claims, and it seems that I am not alone in thinking that this could be a scam. Minecraft creator, Markus "Notch" Persson, thinks that Euclideon are just looking for investors...
They’re hyping this as something new and revolutionary because they want funding. It’s a scam. Don’t get excited
Source
Originally posted by Hawking
I'm not much of a gamer anymore, but I distinctly remember when polygons came in to my life in Super Mario 64. This new technology does seem rather incredible, especially in the hands of a company with a supermassive budget like Sony or Microsoft.
After seeing the rock 'imported' from real life, it got me thinking about importing the entirety of Google Earth...You could literally play Grand Theft Auto: Earth
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.
So obviously, it’s not made up of that many unique voxels.
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.
It’s a very pretty and very impressive piece of technology, but they’re carefully avoiding to mention any of the drawbacks, and they’re pretending like what they’re doing is something new and impressive. In reality, it’s been done several times before.
This technology is not a voxel engine... that is why Notch is wrong. He is assuming that this technology is needing to calculate points for every point in the system for every frame... when in reality this engine searches and calculates for only points that can be seen and displayed on a monitor which is your resolution. The billions of points that are not being displayed are not using processing power.