Unlimited Detail Technology?
category: offtopic [glöplog]
tl:dr, but to get philosophical the "wisdom" of a crowd is a very subjective thing...
Oh. And I think both pictures look like crap.
Oh. And I think both pictures look like crap.
1:0 for minecraft with the hd pack. it's really not about the details. it's the contrast and colors.
Quote:
For the vast majority of games, the distant view is more important than the close up one,
And by that I meant it doesn't matter too much if things get polygonal and blurry textured up close, so long as the supposedly realistic landscape doesn't look like legoland. A super-detailed legoland is still really cool, but it's super-niche, that's what I was getting at. You're not going to start seeing minecraft levels in the next crysis game.
raer: They avoided the philosophical aspect by sampling the space-time reality: traditional experiments then statistics on top of that. The findings of this paper are pretty recalcitrant to the present zeitgeist (facebook, tweeter, mass-media, stealing each other's discoveries without first understanding/comprehending them).
ARgh! The guy really talks like that! :O
I'm not sure if this has been posted yet, but if not...
http://imgur.com/g0gXt
http://imgur.com/g0gXt
The stove in my kitchen says "infinite heat" on the control panel. So, I'm afraid to turn it on.
Quote:
Leibniz wrote at some point that hobbyists/non-professionals do often make quite novel insights, because they question what others take for granted.
@Kais: Must agree. Just one slight difference... Leibniz was a Mathematician, and there is no such things as patents in Mathematics and this makes things much easier because people give real explanations, not only hints...
(But it's not that easy, because if money is not the only motive, fame cames in and then we have the classic Leibniz/Newton war...)
Also the French Science Academy now refuses to answer to the people that claims to have invented the perpetual movement or to have proven the circle's squaring (quadrature du cercle?). Hobbyists approach is not always good... And that's why this thread must be left for some time until they come with something real, and then we shall praise them! ... or not!
Code:
Can non-coders butt out please and stop talking nonsense about stoves, impossibilites and perpetual motion, and how hobbyists are all different and do things that aren't in 9-5 coders' project manager's Gannt schematic.
What gets me about these guys, is that there are people the same thing (Ultra-high detail voxel worlds), listing the strength and weaknesses of each approach and having much nicer looking output (Unlimited Detail don't seem to focus on the aesthetics side much though), but "Unlimited Detail" get all the publicity and funding. Its kinda sad.
Nicer looking and more practical voxel stuff here.
http://procworld.blogspot.com/
Also:
http://procworld.blogspot.com/2011/08/unlimited-detail.html
Nicer looking and more practical voxel stuff here.
http://procworld.blogspot.com/
Also:
http://procworld.blogspot.com/2011/08/unlimited-detail.html
What really grinds my teeth is where they specifically say those are not voxels:
From: http://unlimiteddetailtechnology.com/description.html
Quote:
Unlimited Detail's method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly.
Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine
From: http://unlimiteddetailtechnology.com/description.html
3D tile-based games with high detail...
Yeah, i long for Pushy in 3d and unlimited details...
[H]ardOCP got an interview with them:
http://vimeo.com/27522131
http://vimeo.com/27522131
Jcl: Carmack says exactly this too. See the quotation in a previous pouet 'oneliner'. The arguments built on their contents not being interesting enough are without force.
Yep, the demos might be butt-ugly, but consider the technology IS the content at this stage. They're coders, not artists, and they're showing what their tech can do, not how beautiful somebody can make it look.
i've been watching this and well.. it's starting to convince me. point clouds... they definitelly have to go forward.. and maybe not use an uniform grid to instance 3d objects.. doesn't look so good..
personally i still prefer voxels, not the voxels as little boxes but as point of information storage on a uniform grid, whatever the information is.
personally i still prefer voxels, not the voxels as little boxes but as point of information storage on a uniform grid, whatever the information is.
though someone has to say him that LOD is a Level Of Detail, not a Level Of Distance!! ;) ;)
Well, you normally use a level of detail at a level of distance, so i guess he's kind of almost right. But still, almost totally wrong :)
Sorry for keeping this thread undead. It is likely that if the Pushy (even Dig Dug) look revealed an inherent characteristic of their way of doing things, they would take care to hide it (after all, their old demonstrations, except for the pseudo space filling strange animals, didn't show such features). Instead, we witness an unadultered gross voxel world, the cubes being subjected to some sophisticated displacement mapping. Surely, this is not a necessity.
I love that he doesnt know terms like "LOD". I hope he's a freakin' GENIUS and that he will keynote at every single CG conference and be disgruntledly hailed as the king of realtime graphics after the release of their first insane live product. Think of the wonderful disturbance in the Force that would be.. hoho.
I won't hold my breath, show me skinned animation and I'll be shocked
I don't think characters are much of an issue tbh. In modern games the characters look pretty damned good, while the rest of the world looks ok from a distance but quite crappy up close. If they're rendering the environment on the CPU, the GPU would be mostly idle and you could render the characters there (in theory at much higher quality too).
But yeah, slight change and we end up at the same place: I won't hold my breath, show me trees and grass swaying in the breeze and I'll be shocked ;)
But yeah, slight change and we end up at the same place: I won't hold my breath, show me trees and grass swaying in the breeze and I'll be shocked ;)
Show me realtime lighting, complex geometry (not this instanced crap), dynamic objects, and a framerate above 25 fps, then show me that all the "unlimited point cloud darta" compresses to a meaningful size, and then I'll be interested enough to possibly overlook all the bullshit.