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[H] The "Unlimited Detail" Guys are Back - Page 4

post #31 of 214
oh my....
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post #32 of 214
Crysis 3 better use this tech.
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post #33 of 214
There is nothing that would prevent this from being used on animated objects. If you can render a static one in real time, you can render a moving one in real time.

Quote:
Originally Posted by Phaedrus2129 View Post
Reading more, it's basically an efficient ray-tracing algorithm with voxels.
I was about to say that it reminded me of voxels, which were pretty damn neat when they first showed up in games in the mid 90s.

I remember titles like Terra Nova and Comanche and how good they looked considering they could be rendered playable in software on the first generation of Pentiums.
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post #34 of 214

This is the future of where rendering is going but its not going to be with their tech. I thought it was cool untill I saw the Atomontage engine. It makes Unlimited Detail look primitive. And it was created by 1 guy.

http://www.atomontage.com/?id=gallery

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post #35 of 214
Some one give these guys some money!
post #36 of 214
Quote:
Originally Posted by OmegaNemesis28 View Post
Someone said that on the first page. I don't see why many say they can't do animations. What makes you say that?

And they claim they do too.
They're almost certainly using a sparse voxel-based octree to partition the data in their content. Every time a branch or node in the octree has changes within it you need to recalculate the which voxels are within that node or have moved to another node. This calculation is usually not something you want to do on huge amounts of data (that this level of detail would require) each frame, as it can be expensive.

Technically they could store animated objects in a way where they aren't connected to the same data as the static environment so that it could be cheaper to update. But regardless, the animated object itself would have to be continuously sorted so that you knew which voxels would be visible.

There's always the possibility they've found out ways around this, it's not a completely new field for rendering, but it's definitely not well traveled so there is plenty to discover.

Leisurely reading:
Octree
Voxels
Sparse Voxel Octree
http://blog.icare3d.org/2011/06/inte...ation-and.html
http://paper.ijcsns.org/07_book/201106/20110624.pdf

As I mentioned in my previous post, it is likely they would use a polygon-based system (rasterization) for the animating objects, this is what the Atomontage Engine is doing.
Edited by lordikon - 8/2/11 at 11:55am
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post #37 of 214
I'd invest in them!
Cool if Microsoft incorporated this kind of tech in to DX-12

Wow this is cool. people could just scan stuff in all day and save Hrs of work, making it worth it for the Game companies to produce Photo realistic games.
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post #38 of 214
Quote:
Originally Posted by snelan View Post
Cool, if this goes mainstream it should make even the worst games better than Battle Field 3!
So you're implying that improved graphics would make games better?
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post #39 of 214
I'm not quite sure how they addressed the processing power needed? I don't understand how they can go from a "set poly count" to all the sudden "billions millions" of tiny atoms.
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post #40 of 214

Quote:
Hi everyone. We've been working very hard and we hope you like what we've made. This is just our 1 year report, after which we will probably go quiet again while we finish our work. This demo only shows what was ready at the time, we have a lot of really good stuff here but we are keeping it secret for now. (Yes grumpy forum people, we do have animation, but you'll just have to be patient.)

Animation, dynamic lighting .etc hasn't been addressed but this is certainly interesting.
Edited by Benladesh - 8/1/11 at 5:46pm
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