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Originally posted by Pumper
It will not kill polygons anytime soon. The thing is, that it will take then at least 2 extra years to reach the current visual level (i.e. Rage, Crysis 2 dx11, BF3) - as of now they can only offer unlimited geometry. By the time they sort out all the other major issues like no animation and no physics dx12 or even dx13 will be out with superb interactivity (destructible environments, dynamic tessellation, real time ray tracing and other stuff) and their 'unlimited detail' technology will look like # especially considering that in that time the polygon counts in games will increase at the very least (in about 3 years that will take to finish they software) 2x2x2=8 times (they say it doubles every year) and their unlimited detail will not look any better that the good old polygons.
Nothing to be excited about.
Originally posted by WielderOfTheSwordOfTruth
First thing I thought when I saw this technology... "@#%$@ everything I learned in 3D school is useless!! Damn."
Originally posted by Grimbone
Well they seemed to disappear off the web. At least their website.
www.euclideon.com...
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. ___ 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.
Perhaps you’ve seen the videos about some groundbreaking “unlimited detail” rendering technology? If not, check it out here, then get back to this post: www.youtube.com...
Well, it is a scam.
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.
Originally posted by klenker
Originally posted by Pumper
It will not kill polygons anytime soon. The thing is, that it will take then at least 2 extra years to reach the current visual level (i.e. Rage, Crysis 2 dx11, BF3) - as of now they can only offer unlimited geometry. By the time they sort out all the other major issues like no animation and no physics dx12 or even dx13 will be out with superb interactivity (destructible environments, dynamic tessellation, real time ray tracing and other stuff) and their 'unlimited detail' technology will look like # especially considering that in that time the polygon counts in games will increase at the very least (in about 3 years that will take to finish they software) 2x2x2=8 times (they say it doubles every year) and their unlimited detail will not look any better that the good old polygons.
Nothing to be excited about.
Lol?
No amination? How do they do it now then - there is a structural skeleton that represents how things move, but painting it with pretty polygons is the hard part. I dont see how painting it with this technology instead would be impossible. Remove the polygons and you have the basics of 3d animation, a mesh which requires very little computational power. A frame.
I also don't see polygons exponentially getting better. Not at all, I see it culminating to a set point and then stagnating. Or hardware tehcnology is required t6o go hand in hand, but that means suddenly no one can afford it, negating itself by it's own design.
By saying this however, I don't automatically claim this to be as shiney as it proclaims. But I want to see more of it, that is for sure.
Originally posted by klenker
No amination? How do they do it now then - there is a structural skeleton that represents how things move, but painting it with pretty polygons is the hard part. I dont see how painting it with this technology instead would be impossible. Remove the polygons and you have the basics of 3d animation, a mesh which requires very little computational power. A frame.
. . . .
Originally posted by Odessy
I don't know if this is real or not.
Its a hell of a lot for someone to go through just to say "sike!"
I look forward to seeing them try and prove their claims.
Here's the other side of the story:
Perhaps you’ve seen the videos about some groundbreaking “unlimited detail” rendering technology? If not, check it out here, then get back to this post: www.youtube.com...
Well, it is a scam.
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.
SOURCE