Unlimited Detail Technology

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44 comments, last by theagentd 12 years, 2 months ago
I was chillin on youtube and then I came across this.

In short it states that they can model a world using dots instead of polygons and that then the renderer only process the data that matches each pixel of the screen. So they can have a virtually endless world and only render the parts of it that correlates with each one of the pixels on the screen. They state that they do this by making use of a sort of a search engine that seeks for such dots.

Sound plausible and there is plenty of footage of it in this video.
[size="2"]I like the Walrus best.
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So it's not really unlimited... It's just a bit like culled raytracing, but with a search algorithm. I'm interested in what decent art would look like with this. :D
They changed their name to Euclideon not too long ago.

Apparently "Euclideon was the recipient of the largest commercialisation grant awarded by the Australian Federal Government in 2010" (wikipedia).

I thought it was a hoax, but it looks like their demos were convincing enough for some powerful people to shower them with cash. Guess we'll have to wait and see -- they seem to hint that they'll be releasing a demo sometime around the end of this year...
The closest thing to this I 've heard about is the sparse voxel octree raycasting technloogy. John Carmack has stated that he is experimenting with this technology for possible use in a future version of idTech. There is also an interesting discusion in this thread http://ompf.org/foru...t=904&hilit=svo. The main problem with these kinds of technology is dynamic geometry. The SVO techlology I referred to was to only be used for the static geometry. I watched the video you linked to and two more videos from the same guy and i didn't hear him say something about animation (did he?). Animation is vital to a really lifelike environment... But even for static geometry like buildings this kind of technology is interesting...
Okay I actually watched the video. :P

The closest thing to this I've heard about is the sparse voxel octree raycasting technloogy. John Carmack has stated that he is experimenting with this technology for possible use in a future version of idTech. There is also an interesting discusion in this thread http://ompf.org/foru...t=904&hilit=svo. The main problem with these kinds of technology is dynamic geometry. The SVO techlology I referred to was to only be used for the static geometry. I watched the video you linked to and two more videos from the same guy and i didn't hear him say something about animation (did he?). Animation is vital to a really lifelike environment... But even for static geometry like buildings this kind of technology is interesting...

You can do animation with SVO data sets by using boundary objects and performing ray transformations at the boundary into the AABB space of the data set. This is quickly mentioned in Laine's Nvidia paper on SVO. It's not that dynamic geometry isn't possible, it's just that it's not researched much at all.

The Euclideon guys have videos showing off animation.

[quote name='D_Tr' timestamp='1301855020' post='4793896']
The closest thing to this I've heard about is the sparse voxel octree raycasting technloogy. John Carmack has stated that he is experimenting with this technology for possible use in a future version of idTech. There is also an interesting discusion in this thread http://ompf.org/foru...t=904&hilit=svo. The main problem with these kinds of technology is dynamic geometry. The SVO techlology I referred to was to only be used for the static geometry. I watched the video you linked to and two more videos from the same guy and i didn't hear him say something about animation (did he?). Animation is vital to a really lifelike environment... But even for static geometry like buildings this kind of technology is interesting...

You can do animation with SVO data sets by using boundary objects and performing ray transformations at the boundary into the AABB space of the data set. This is quickly mentioned in Laine's Nvidia paper on SVO. It's not that dynamic geometry isn't possible, it's just that it's not researched much at all.

The Euclideon guys have videos showing off animation.
[/quote]


This guy claims to have done it.

[size="2"]I like the Walrus best.
Apparently "Euclideon was the recipient of the largest commercialisation grant awarded by the Australian Federal Government in 2010" (wikipedia).
Whaa?

Their videos have been floating around for a while, and have been treated as a complete joke by most industry people I know, probably due to the exaggerations, simplifications and downright condescension that appear in them. At the previous studio I was working at, those videos were actually emailed around the "jokes" office email list...

They were also talking about selling their completely unique ideas to nVidia, ATI and Intel, who turned them down, presumably because those 3 companies already have their own research departments capable of developing the exact same techniques already...

[edit]According to linkedin, they did hire a few programmers with gamedev experience in 2010, so it'll be interesting if they can actually turn out a piece of usable middleware...
Yeah it is pretty interesting, the company was actually hiring not long ago and they are trying to develop a nice asset pipeline and engine to licence, I think they also have a lot of backing so it most probably isn't vapourware.

Engineering Manager at Deloitte Australia


[quote name='Sirisian' timestamp='1301890150' post='4794046']
[quote name='D_Tr' timestamp='1301855020' post='4793896']
The closest thing to this I've heard about is the sparse voxel octree raycasting technloogy. John Carmack has stated that he is experimenting with this technology for possible use in a future version of idTech. There is also an interesting discusion in this thread http://ompf.org/foru...t=904&hilit=svo. The main problem with these kinds of technology is dynamic geometry. The SVO techlology I referred to was to only be used for the static geometry. I watched the video you linked to and two more videos from the same guy and i didn't hear him say something about animation (did he?). Animation is vital to a really lifelike environment... But even for static geometry like buildings this kind of technology is interesting...

You can do animation with SVO data sets by using boundary objects and performing ray transformations at the boundary into the AABB space of the data set. This is quickly mentioned in Laine's Nvidia paper on SVO. It's not that dynamic geometry isn't possible, it's just that it's not researched much at all.

The Euclideon guys have videos showing off animation.
[/quote]


This guy claims to have done it.
[/quote]
finally :P

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