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Unlimited geometric graphical detail - Kind of...

Creator: Searz
September 11, 2012 3:56pm
7 posts page 1 of 1 Forums » Off Topic » Unlimited geometric graphical detail - Kind of a big deal
Permalink | Quote | PM | +Rep | Commend by Searz » September 11, 2012 3:56pm | Report
It might be in games 10 years from now.

I know the original video has been seen by most people, but most of you probably missed this video. This interview adresses most of the critique they've gotten and - as far as I can see - proves it wrong.

Here's a interview that contains most of the info too: http://www.kotaku.com.au/2011/08/infinite-detail-and-euclideon-the-elephants-in-the-room/


It would be interesting to see this technology allow things like gaming in extreme quality on 4k resolutions, without insane graphics cards. Because as they said; they've got it running at ~20FPS (1024x768 resolution) on the CPU, which when optimized and run on the GPU will turn into several hundred FPS. Which in turn will allow you to quadruple (4*1024*768 is bigger than FullHD) that resolution and still run above 60FPS.

I'm subscribing to their channel to see if they come up with anything interesting.

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Permalink | Quote | PM | +Rep | Commend by Searz » September 11, 2012 4:17pm | Report
Oh... It seems they're gonna reveal new info on the SSSCQ geospatial conference.
IN 2 DAYS FROM NOW

Wow.. I found this interview at such a perfect time XD
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Permalink | Quote | PM | +Rep | Commend by Temzilla » September 11, 2012 4:58pm | Report
It's essentially vectorized 3d graphics.

If your search algorithm is good, which should be the easy part, then all you really have to do is work out how to effectively store trillions of points of data.

I think it's interesting to note that all of these dots have much less information on them than a polygon, they would have a position, and a color.

You will have to decide exactly how you want to do physics, because you can either treat fairly large clumps of voxels as a single voxel, give the voxels complex relations, which would in turn increase the size needed to store them, or you could process each voxel as a seperate entity, which would be very slow, but because of the absence of any operation but translation, might still be acceptable.

I think it's a cool idea, but they don't have a SDK yet, so it's pretty worthless at this moment in time.
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Permalink | Quote | PM | +Rep | Commend by Toshabi » September 11, 2012 5:04pm | Report
Seen it. A while ago actually.


Yeh, this **** is just expensive to run and stuff and yeah.
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Permalink | Quote | PM | +Rep | Commend by caucheka » September 11, 2012 10:08pm | Report
yeah, seen it. it looks really neat but it sounds like to do anything really great with it that it will take a lot of power.

the island was neat but everything is static.
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Permalink | Quote | PM | +Rep | Commend by Searz » September 12, 2012 2:48am | Report
Toshabi wrote:

Yeh, this **** is just expensive to run and stuff and yeah.

What? They're running it on a CPU at a decent framerate without even having optimized it..
caucheka wrote:

yeah, seen it. it looks really neat but it sounds like to do anything really great with it that it will take a lot of power.

the island was neat but everything is static.

Yes, everything is static, but as said in the interview they have been working with animation (they showed 7year-old prototypes), but they are not showing anything if they aren't finished with it.
Read the OP or watch the interview. It's clear that the power required to run the engine is less than any advanced game today.
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Permalink | Quote | PM | +Rep | Commend by Searz » September 12, 2012 2:05pm | Report
Temzilla wrote:

It's essentially vectorized 3d graphics.

If your search algorithm is good, which should be the easy part, then all you really have to do is work out how to effectively store trillions of points of data.

I think it's interesting to note that all of these dots have much less information on them than a polygon, they would have a position, and a color.

You will have to decide exactly how you want to do physics, because you can either treat fairly large clumps of voxels as a single voxel, give the voxels complex relations, which would in turn increase the size needed to store them, or you could process each voxel as a seperate entity, which would be very slow, but because of the absence of any operation but translation, might still be acceptable.

I think it's a cool idea, but they don't have a SDK yet, so it's pretty worthless at this moment in time.

Yea, that's exactly what I was thinking.
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