As I said earlier, animated voxels have already been solved by other people (with enough integrity to publish their research) -- it's no longer a difficult/impossible problem.
I'm not saying it's not possible for UD to animate their scenes, just that they need to be honest about their current capabilities when it comes to animation.
It's not voxels!
You're really saying that this has more detail than current game characters? What? Really?[/quote]
I think i saw a different one that was not made by them and got confused :-/ I was wondering around youtube for a while on point clouds and it was early in the morning.
notch both ignored any sort of compression or optimization on voxels in his data size analysis and didn't realize that the demoed tech IS NOT VOXELS. It's point cloud based.[/quote]This has absolutely nothing to do with their lack of honesty...
Anyway, uncompressed sizes of the data is still important during production (and drives home the point that their island is not uniquely modelled, but is repeated instances of the same objects -- something the CEO fails to mention), [/quote]
Why are uncompressed sizes important? They could be very important to their method. The way they talk about it indicates that the way the compress the data IS the important part of the technology. Why would that not be important? That still doesn't make notch's point accurate, as he assumes that the entire volume is entirely filled by atom sized voxels, which the tech is not, rather than voxels of varying sizes only representing geometry that actually exists in the game world. His estimate is overblown to say the least, which is exact problem he's complaining about.
and seeing their tech is top-secret, with no real descriptions beyond marketing-hype, there's no way to know if it's point-clouds, or voxels, or even just *bruce dell voice* tiny little atomic polygons.[/quote]
He says in the video that it's point clouds. It's in the first minute of the video and talks about laser scanning in objects to get pure point cloud data for the engine to work with.