I'll add some perspective. You don't get animations with "unlimited detail". Not sure how they plan to do a game without any animations. The reason the spatial partitioning works so well in their demos is because nothing ever moves (except the camera).
The only way I see this working at all is if the static environment of a game used this, and the rest of the game used standard rasterization (until ray tracing takes over).
Of course that's implying they can't do animations. Which i hope they can.
I haven't done all the pertinent reading. But if what i understood was right, we can have infinite polygons? No more Cubes representing a cylinder, and no crappy resolutions due to polygons ? If this is true i'm living in the future.
Doesn't this method of rendering make tessellation worthless then? If we're going to render actual sand particles what do we need tessellation for.
IM IN THE FUTUREEEEE...
Edited by ilam3d - 8/1/11 at 8:21pm