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[bittech]Unlimited graphical detail  

post #1 of 11
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Hey all. This is news to me, seem's pretty big so i figured i'd share:

Quote:
Small Australian tech company Euclideon has released a new demo trailer for its graphics technology Unlimited Detail, which promises to ditch the dependency on polygons in games in favour of millions of cloud point technology.

This should create richer game worlds that look more realistic, says Euclideon. The problem with polygons (as the video below brilliantly highlights) is that they’re computationally expensive and don’t give a realistic look when you look closely.
Full article here:
http://www.bit-tech.net/news/hardwar...aphical-deta/1

A youtube video from Euclideon is available here:


Edited by Thingamajig - 8/2/11 at 5:35am
post #2 of 11
Be advised, we have multiple reposts in the AO, over.
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post #3 of 11
Thats pretty cool. Just say no to polygons.
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post #4 of 11
"if we were more creative we would have put the wings of a swan on a tiger but, we didn't think of it at the time"
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post #6 of 11
From the sounds of it, "20FPS in 'software'" means they aren't even using hardware acceleration yet. If this is the case, with hardware acceleration the level of detail will almost literally be indefinite.

http://en.wikipedia.org/wiki/Point_cloud
Thats a pretty basic description of how point cloud works.

A more abstract but easy to understand explination is this:

Have you ever had one of those crystals with the 3d images lazed into them using points? I'm sure you've at least seen one, that image is a "Point Cloud" When rendering point cloud data, instead of drawing lines to connect the polygon, the points are rigid, and basically have a "skeleton" holding them together, you then take a sheet, and tack it to ALL of the points, making sure to hold it tight. This is the basic concept, the surface isn't created by the connection of the points, but rather it is attached to the points, forgive me if that makes little sense, but thats the best description I can give of how point cloud rendering software works.
These guys have just optimized the way that sheet gets rendered on top of the cloud of points.
    
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post #7 of 11
I don't really see how this is any different to the use of polygons. With polygons you have objects defined by their edges with a line between them, with point clouds objects are defined by the highest points of their surfaces, but there still needs to be a line between a point and its surrounding points on the surface. Won't there still be blocky edges between them?

I haven't watched the video by the way, youtube is blocked at work.
post #8 of 11
That was Awesome, Battlefield 4 in Point Cloud!
post #9 of 11
So no more need for antialiasing?
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post #10 of 11
GPUs would require a redesign for optimization?
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