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[H] The "Unlimited Detail" Guys are Back - Page 7

post #61 of 214
Quote:
Originally Posted by lordikon View Post
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).
Wouldn't this still be a massive improvement though? They could use a hybrid, and render houses, rocks and whatever doesn't move with this. And make moving things with polygons, then they could put WAAAY more polygons because they don't need to worry about static stuff eating their polycount.

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
post #62 of 214
A search algorithm? is it like light mapping, but with polygons?
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post #63 of 214
Mark Rein over at Epic is quaking in his boots.
post #64 of 214
Quote:
Originally Posted by lordikon View Post
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 large amounts of data 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.

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
Thank you for the good reading. Informative, very. I see why the animation is the most questioned now.

Though this is what I like to see:
Quote:
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.
The skies are the limit. And Im very hopeful.
The hybrid rendering seems to be the most favorable speculated method thus far which makes the most sense. But to think perhaps they've found something even more incredible that addresses the issue with the voxel processing head on would be amazing.
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post #65 of 214
wow just wow. im stoked to see where this goes.
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post #66 of 214
Quote:
Originally Posted by Jinto View Post
Mark Rein over at Epic is quaking in his boots.
I see what you did there
post #67 of 214
damn epic i cant wait
 
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post #68 of 214
to be honest that island of their looks like crap. The reflections, shaders and shadows all look awful. Hopefully they can catch up but i highly doubt it.
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post #69 of 214
Quote:
Originally Posted by Dr4g0nK View Post
The problem with this is that it will either need really good graphic cards and procesors or its not going to happen.

Imagine that your new pc will load games for the next 15 years, companies would go bankrupt

Beautyfully detailed and very well introduced but its either going to be expensive or it aint gonna happen
The computer companies would not go bankrupt, gaming is not he driving force for the computer industry.

If this was a reliable and efficient method for creating games then plenty of game developers, at least on the PC side, would go for it, knowing they would have great sales of games if just about any modern computer could run their game without video card upgrades all while having some of the best graphics on the market.
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post #70 of 214
Quote:
Originally Posted by th3illusiveman View Post
to be honest that island of their looks like crap. The reflections, shaders and shadows all look awful. Hopefully they can catch up but i highly doubt it.
well they did say they arnt artists but a software company thats why
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