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Unlimited Detail Tech Demo #314886
03/11/10 19:18
03/11/10 19:18
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline OP
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Toast  Offline OP
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T

Joined: Sep 2007
Posts: 1,093
Germany
Total bullshit or the Messiah of future graphics?

http://www.youtube.com/watch?v=Q-ATtrImCx4

If it's true what they say it's kind of a breakthrough...

Re: Unlimited Detail Tech Demo [Re: Toast] #314890
03/11/10 19:34
03/11/10 19:34
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
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achaziel  Offline
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Posts: 1,565
innsbruck, austria
..... holy shit. o_o


Yeah, but... Who is Lu?
Re: Unlimited Detail Tech Demo [Re: achaziel] #314892
03/11/10 19:53
03/11/10 19:53

M
mercuryus
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mercuryus
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how many dots a model have to have?
e.g. if you render a tree from distance its about 500 dots (rendered pixles) but if you zoom to a leaf fullscreen (1600x1400) only this leaf must have ~2.2Mpix!
(and then zoom to more detail laugh )

The challenge of dot-cloud-models is not the select the visible dots but to handle the dots in memory ("unlimited amount of data..." [vpos 7:02])

(for me it's nonsens [the way it is showed])

ps: cool mozart music! wink
pps: nothing is impossible - so let's stay tuned



Re: Unlimited Detail Tech Demo [Re: ] #314901
03/11/10 21:24
03/11/10 21:24
Joined: Sep 2007
Posts: 1,093
Germany
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Toast Offline OP
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Joined: Sep 2007
Posts: 1,093
Germany
There also is another video on their homepage:
http://unlimiteddetailtechnology.com/home.html

Unfortunatey it doesn't tell THAT much more...

Re: Unlimited Detail Tech Demo [Re: Toast] #314907
03/11/10 22:32
03/11/10 22:32
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
quite interesting and sounds actually possible.


3333333333
Re: Unlimited Detail Tech Demo [Re: Quad] #314918
03/11/10 23:51
03/11/10 23:51
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
interesting.... a good way to waste ram, but in a few years why not?

Re: Unlimited Detail Tech Demo [Re: lostclimate] #314921
03/12/10 01:05
03/12/10 01:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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Posts: 3,538
WA, Australia
There's a lot of duplication -- even in their forest scenes they use the same tree over and over. I suspect this is because of the memory cost of each object.

I also suspect it doesn't handle transparency so well. That's really just a hunch based on some things that have been said.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Unlimited Detail Tech Demo [Re: JibbSmart] #314924
03/12/10 02:13
03/12/10 02:13
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Netherlands
It must have downsides, but nevertheless a combination with polygons may be a perfect match. Certain things are not easy to make with polygons but are with this tech, and so is the other way around.

The ideal game editor conveniently gives a list of render methods to apply on your objects laugh. If you want unlimited dots for grave detail, then you can't have transparency. But you can add transparent polygons to the parts that should be transparent, and leave a gap in the unlimited dots...


Click and join the 3dgs irc community!
Room: #3dgs
Re: Unlimited Detail Tech Demo [Re: JibbSmart] #314928
03/12/10 03:25
03/12/10 03:25
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
Originally Posted By: JulzMighty

I also suspect it doesn't handle transparency so well. That's really just a hunch based on some things that have been said.

Jibb


yeah, i dont think it was expressly said, but i'd assume that its similar to the same issues deffered rendering has.

Re: Unlimited Detail Tech Demo [Re: lostclimate] #314941
03/12/10 11:23
03/12/10 11:23
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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Posts: 2,838
take me down to the paradise c...
Just... awesome. grin

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