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The Automontage guys don't try and skirt around the issue, they seem to not only recognize the limitations of voxel/point-cloud, but also work around them. They still have some huge hurdles to overcome, but as you can see in their videos they're still using polygon-based mesh for moving and animated objects. One of the biggest criticisms I have with the unlimited detail videos is there is absolutely nothing moving, but I've heard nothing from them about how they are going to solve that problem.
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The Unlimited Detail guys haven't disclosed yet how they plan to get around this issue of animated objects. All you can do is take their word for it when they say they have a proprietary system in place. Which, is entirely understandable given that their are competitors are still developing their technology as well.
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Regardless, I'm even somewhat skeptical about the Automontage engine. How do they plan to solve the issue of storage/memory requirements to store so many points?
Voxel-based games are nothing new, I remember playing some as a kid, like Comanche and Xenobots/Ultrabots. They manage a decent looking environment for the time. Comanche. Also there is Voxelstein 3D. |
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In addition to all of things I originally mentioned, I didn't even gloss over some major features we enjoy in games today, like shadow mapping. With rasterization, shadow mapping often requires drawing parts of a scene more than once, and taking the results from those extra draws and converting them into shadows. I'm curious how they would even begin to implement dynamic shadowing into a voxel/point-cloud engine?
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