here is my take on this thing having also now watched the interview..
1. forget the "unlimited" bit... nothing in the universe is so just see it as just a "AWESOME AMOUNTS OF" instead, which is what he means methinks. so don't waste your energy on that, we all know its not actually unlimited. That is if you are taking the word unlimited to mean infinite.... but the two are different, unlimited could be the same as when another engine says it supports an unlimited number of lights.... which it true... the engine supports it.... your machine might just not be able to handle it (not a limit imposed by the engine but by the users computer)
either way I wouldn't get hung up on it.
2. he is the guy who came up with the technology and he was a hobby programmer, this could explain how he gets some terms wrong (level of distance??!) and why he may seem quite condescending... if he has no background in traditional graphics then that would make sense. His lack of knowledge of current methodologies is what I think lead to him going about it however he has done.
3. I am more and more thinking that this will lead somewhere and may indeed be the future of graphics (the guy who interviewed him was blown away) and from the sounds of it its only going to get better and faster
4. It still "boggles my mind"!!!
5. - 10. not included as I should really be working
That boggles my mind also, so I did some research over internet about their algorithm. Didn't find much, but this post is quite interesting :
http://www.somedude.....php?f=12&t=419
To quote the post :
I'd like to mention Unlimited Detail, a technology developed by Bruce Dell, which does in fact do exactly what he claims it does... Render incredibly detailed 3D scenes at interactive frame rates... without 3D hardware acceleration. It accomplishes this using a novel traversal of a octree style data structure. The effect is perfect occlusion without retracing tree nodes. The result is tremendous efficiency.
I have seen the system in action and I have seen the C++ source code of his inner loop. What is more impressive is that the core algorithm does not need complex math instructions like square root or trig, in fact it does not use floating point instructions or do multiplies and divides![/quote]
So it seems they are relying on some "octree like" data structure (as many supposed). What is boggling me the most is the fact their algorithm isn't using multiplies or divides or any other floating point instructions (as they say). Is there a way to traverse an octree (doing tree nodes intersection tests) only with simple instructions ? I don't see how (I only know raycasting, and it seems difficult for me to do this without divides, I know that other ways to render an octree exist but I do not know how they work).