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Making Graphics In Games '100,000 Times' Better?

trawg writes "A small Australian software company — backed by almost AUD$2 million in government assistance — is claiming they've developed a new technology which is '100,000 times better' for computer game graphics. It's not clear what exactly is getting multiplied, but they apparently 'make everything out of tiny little atoms instead of flat panels.' They've posted a video to YouTube which shows their new tech, which is apparently running at 20 FPS in software. It's (very) light on the technical details, and extraordinary claims require extraordinary evidence, but they say an SDK is due in a few months — so stay tuned for more." John Carmack had this to say about the company's claims: "No chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging."

217 of 291 comments (clear)

  1. In other news... by Anonymous Coward · · Score: 1

    No one is investing in actually doing good game design, at least in AAA, so all your graphical power is worth pretty much nothing if it's tied to a crappy, generic, one note game

    1. Re:In other news... by wierd_w · · Score: 2

      High quality voxel graphics with dynamic deformation would allow a whole new level of user-generated content.

      Imagine something like world of warcraft meets second life, but without all the furries. (Something where if you take a shovel, and dig, you can dig up rocks, and other bits-- or even bury loot, or build a house out of ambient materials, and have it be persistent.)

      Some people might complain that it opens the doors to world vandalism ([sarcasm]Oh dear, somebody wrote the word "Penis" in 30 foot letters on the ground by making trenches! They even drew one next to the word! Oh, think of the children! [/sarcasm]) but I think such vandalism would actually allow a richer and more dynamic character interaction to such a world, because it would motivate people to go clean it up.

      Think-- sandcastles at the beach, Footprints in the sand, and other immersive details that could result.

      The idea here is not to try to entertain the user directly, but to supply the user with what they need to entertain themselves, or others.

    2. Re:In other news... by ShakaUVM · · Score: 2

      >>High quality voxel graphics with dynamic deformation would allow a whole new level of user-generated content.

      Yeah, that would actually be pretty damn neat. None of what they showed was dynamic, though.

      About 10 years ago, when I was doing a lot of work with voxels, I'd arrange all the voxels in an octree and could adjust the framerate/detail simply by how far down each object's octree I'd traverse. I could have large, coarse voxels, or small, precise ones, adjust for distance from the viewer, and so forth. It worked out pretty well. They even made hardware voxel accelerators.

      These Australian guys are claiming they're doing doing voxels, but whatever the hell their "little bitty atoms" tech means then, it looks awfully familiar to me.

    3. Re:In other news... by Arancaytar · · Score: 1

      Something where if you take a shovel, and dig, you can dig up rocks, and other bits-- or even bury loot, or build a house out of ambient materials, and have it be persistent.

      Yeah, that'd be awesome. A game where you could mine and craft all kinds of stuff... what to call it...

    4. Re:In other news... by Lexical_Scope · · Score: 1

      Ah yes, hiding in the Lord room of Caer Boldiam getting 1 frame every 15 seconds while the New Order PBAOE group farmed 300 Isen Vaktens followed closely by a crash to desktop.

      Those were the days :)

    5. Re:In other news... by XDirtypunkX · · Score: 2

      They say quite clearly that their little bitty atom tech is based on point clouds (not voxels).

    6. Re:In other news... by robthebloke · · Score: 2

      Allegedly they have 21 trillion atoms in that scene. Now pardon my skepticism, but if that's say 1byte per 'atom' (a massivey concservative estimate), then you'll need about 20,000Gb of data storage alone. Now. They are either a) lying, or b) bending the truth massively (i.e. we only have 1 model, instanced 200,,000,000 times). They also claim that they can convert a polygon mesh into a point cloud. Well. That's not hard to do, but you will be inherently limited by the detail of the original mesh, so it's still going to have the same jaggies as before. i.e. It won't look much different

      They also claim that 'poly counts are pretty low in games'. Well. Compared to the raw number of triangles your average geforce card can theoretically process, that's very true - mainly because the pixel shader cost tends to be the biggest bottleneck in graphics at the moment. I can't see many ways this tech would be able to reduce that burdon to be honest.

      Imho. This tech is nothing more than vapourware (or more likely, just some lame youtube troll spouting some unrealistic nonsense over a video pre-rendered out of 3ds max).

    7. Re:In other news... by orange47 · · Score: 2

      of course much of the atoms are the same, and you don't see them all at once. most of it is calculated, somewhat like fractals. so you don't really need as much storage.

    8. Re:In other news... by hairyfeet · · Score: 1

      Sadly that isn't the problem with your idea. The problem with your idea is all the game engines are tied to the consoles which are some seriously old shit ATM and frankly from the looks of it the next gen won't be much better. Hell they are using an ATI 4xxx series for the new Nintendo console and that's what... 3 years and 2 generations behind? And the console isn't even released? I've already read that the next gen engines like the next Unreal are just sitting on ice because there is no way the consoles will run them and since nearly everyone is writing to the consoles FIRST there isn't any point in going beyond the craptastic 5+ year old console hardware.

      So until we either see PC gaming make a resurgence (which I would argue its never left, look at the mountains o' cash valve makes off of Steam) frankly they could come up with an engine that renders the world in such mind blowing detail you cry at its beauty and angels sing its praises and frankly it won't matter because the shitty console garbage won't run the damned thing so nobody will use it.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    9. Re:In other news... by robthebloke · · Score: 4, Informative

      Ok, so we don't see them all at once. To be honest, if a middleware company can't write a furstum cull, they would be closed by now!

      But what do they do then when they are not seen? Sod off for a holiday in the cloud? Seriously. I think you are missing the point. Where the hell is this data being stored, and what is the size of the data set? It's got to be in memory *at some point*, and hard disk if it's not. So how much ram/disk space will this thing use exactly? Ok, so 'most of it is calculated, somewhat like fractals', well ok. But which bits? Are the trees fractals (or L-systems maybe)?. Just the leaves? The Models of the rocks they have scanned in? The 3ds max models they have converted to point clouds? The whole island? Answers to these questions need to be provided before any games developer would even bother looking at this tech. Either it's all procedural (in which case it's utterly useless for game designers), it's primarily procedural (in which case the art director will struggle to achieve a consistent look), it's partially procedural (which will annoy the modelling & texturing departments), or it's a load of made up lies. I'm erring towards the latter.....

    10. Re:In other news... by war4peace · · Score: 4, Interesting

      Procedural generation works better than you would expect.
      Look at these two examples: .debris (http://91.202.41.234/debris/) and .kkrieger (http://91.202.41.234/kkrieger) - they occupy virtually no space, are lengthy, interactive and perfectly playable on any modern machine with average CPU capabilities.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    11. Re:In other news... by Joce640k · · Score: 2

      There's an awful lot of object instancing in their videos (same object repeated multiple times).

      The numbers they're quoting are the number of 'atoms' you see on screen, not the number of atoms in the computer's memory.

      --
      No sig today...
    12. Re:In other news... by TheRaven64 · · Score: 1

      From the almost content-free article, it sounded like they were rendering point clouds. You can get very nice results from using radial basis functions to generate volumes from point clouds. Splatting is insanely fast, but the results aren't so great. Discrete ray tracing produces beautiful results, but is very slow. There are some hybrid techniques around that let you get almost the quality of ray tracing in a fraction of the CPU cost.

      --
      I am TheRaven on Soylent News
    13. Re:In other news... by orange47 · · Score: 1

      well, in any case, CPU/GPU speed is bigger problem here than storage.

    14. Re:In other news... by ifrag · · Score: 2

      Compared to the raw number of triangles your average geforce card can theoretically process, that's very true

      And no mention from the video about what kind of hardware is powering that humble 20fps "real time" preview. Even if we accept that statement, if it takes a supercomputer to get to 20fps that's not going to have much market. Given that this tech is totally different from where the industry is going, they should probably be talking with NVidia / AMD about what the hardware can help even make it feasible. Carmack is right, the hardware just simply isn't there, and for that matter is not even trending that way.

      it's still going to have the same jaggies as before

      I'm guessing they can at least do some post-processing steps to smooth it out a bit. Some kind of curve matching or something, doesn't sound impossible and has all the time it needs to grind it out. Or possibly just simple human post-processing on the "low detail" imports, as that's probably how they did it for this demo.

      --
      Fear is the mind killer.
    15. Re:In other news... by thePowerOfGrayskull · · Score: 3, Interesting

      Something where if you take a shovel, and dig, you can dig up rocks, and other bits-- or even bury loot, or build a house out of ambient materials, and have it be persistent.

      Yeah, that'd be awesome. A game where you could mine and craft all kinds of stuff... what to call it...

      I don't know about you but I would call it "Nethack"

    16. Re:In other news... by RobbieThe1st · · Score: 2

      I think this is all just a ploy to provide Intel with a market for their Knights Ferry chips -- this won't run on GPU hardware on current systems apparently, so you need CPU might. Where do you get that? Knights Ferry, obviously.

      Still, it sounds very cool, if only for statically-rendered stuff like wallpapers and movies.

    17. Re:In other news... by morari · · Score: 1

      It doesn't seem that a lot of people are really investing in good graphics either. Everything has to play on the lowest common denominator nowadays, which means cheap, five-year-old console hardware.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    18. Re:In other news... by rossjudson · · Score: 1

      I don't know about being primarily procedural -- my guess is that it's procedural in the same sense that the reconstruction of a JPEG is a procedural function, based on the composition of transforms. Maybe they've come up with a way of cleanly compressing point fields with a multi-dimensional, hierarchical wavelet set, or something like it. Rendering is then sort of probabilistic, with the caveat that you need to retain frame-to-frame stability. They (breathlessly) repeat the limit on the density of the data they have created. If it was procedural that lower limit wouldn't be there.

    19. Re:In other news... by bhcompy · · Score: 1

      Voxels? Did I die and go to Novalogic heaven?

    20. Re:In other news... by cjcela · · Score: 1

      I agree with parent. This is vaporware. The video sounds like an annoying marketing piece to me, there is really not much information given. The worlds they show are completely static. And the realism of the images does not seem better or worse than, say, a modern console game.

    21. Re:In other news... by bhcompy · · Score: 1

      Should have went with a Kryo2 card. Best performing card for PVP/raid ever(for DAoC)

    22. Re:In other news... by SuperDre · · Score: 1

      Good game design is all in the eye of the beholder.. What you think is good, doesn't mean that another person thinks the same. for instance, some people think racing games should have a 'customize your car to hell' option, others just want to race and really don't want to customize the hell out of their car. Some people like to sneak around and snipe in shooters, while others just want to go blazing in shoot first ask questions later.. All are different and good game designs,but someone who isn't into arcade gaming will think an arcadelike shooter is bad game design, and others who doesn't like realistic shooters will think that's bad game design..

    23. Re:In other news... by The+Dawn+Of+Time · · Score: 1

      Yeah, everything sucks man! You tell 'em!

    24. Re:In other news... by Surt · · Score: 1

      So they're storing more than one atom per bit of computer memory. Awesome!

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    25. Re:In other news... by shutdown+-p+now · · Score: 1

      No, they're drawing more than one atom per bit of computer memory.

    26. Re:In other news... by Briareos · · Score: 1

      As much as I love Farbrausch I think cdak by Quite & orange demonstrates that even better - lots and lots of geometry, textures and sound stuffed into a 4k Windows executable (and videos if Windows is not your thing). (Look here for an explanation of how it's done...)

      np: Flight Of The Conchords - Hiphopopotamus Vs. Rhymenocerous (Flight Of The Conchords)

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    27. Re:In other news... by Surt · · Score: 1

      Then the precision of their rendering is limited by the precision of the representation, and most of that rendering effort is wasted.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    28. Re:In other news... by Martin+Blank · · Score: 1

      The power of console vs. PC cycles on a somewhat regular basis. New consoles hold the edge for a while because almost all of their hardware is geared toward producing what ends up on the screen, whether it's the graphics or the physics of the game. As the hardware ages and the games push its limits, the flexibility of the PC moves ahead as excess computing power not required to run the OS or ancillary software allows companies to expand further, which preps them to some extent for the next generation of console hardware.

      --
      You can never go home again... but I guess you can shop there.
    29. Re:In other news... by shutdown+-p+now · · Score: 1

      Not necessarily. E.g. if they are reusing a single instance of the same high-detail object, they can still render it in different locations and at different angles. The original point cloud is still only stored once - it's transformed as needed, rendered, and then results of that transform are thrown away. This isn't really any different from how polygon-based renderers work.

    30. Re:In other news... by grumbel · · Score: 2

      they occupy virtually no space

      That's not exactly true. While they require almost no disk space, they do require quite a bit of RAM. Just because all the textures and models are procedurally generated doesn't make the need to store them go away. If things would be dynamically generated each frame in a geometry or pixel shader things might look different, but that is a whole lot more complicated then just procedural generation.

    31. Re:In other news... by war4peace · · Score: 1

      True. But with dirt cheap RAM and some coding wizardry, I'm guessing good, complex games can be created this way.
      My machine is almost 4 years old and has 8 GB of RAM (DDR2). I looked up DDR3 prices today and you can get 24 GB RAM (6x4 GB) for around 220 USD. Certainly cheaper than a good Video Card (which is around 300 USD).
      Also... current games don't usually take full advantage of multi-core CPUs (quad cores might be utilized, but 6-cores are not yet utilized effectively by PC Game implementations) - BUT! With software-based procedural generation, the extra CPU power would certainly come in handy.

      ...Yes, I am aware that coding can be a bitch and that it's very difficult to achieve what I think about here. But is it really impossible or worse than what we see in current game incarnations? I can't really say.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    32. Re:In other news... by Deadplant · · Score: 1

      EVE is doing 600-700 ship battles quite nicely these days (caveat: reinforced node, entering the star system still sucks... blah blah)

      It still slows to a stall when you try to put 1000+ people on-grid at the same time but the limit has been rising steadily over the years.

    33. Re:In other news... by Trilkin · · Score: 1

      Someone's mad Notch is more successful than he is.

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      Nobody cares what the CAPTCHA for your post was.
    34. Re:In other news... by Goaway · · Score: 1

      They can't render it at different angles. They can only render it at the sam angle, and placed on a grid. They can also scale by powers of two. You can easily see all of this in their video. Just look for all the ninety-degree angles.

      That's all things you get for free when you use a sparse voxel octtree, like they clearly do.

    35. Re:In other news... by AP31R0N · · Score: 1

      You're so indie. So coolly aloof and above it all.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    36. Re:In other news... by hairyfeet · · Score: 1

      That would be true IF the PCs weren't already 3 generations ahead and from the looks of the timetable with already be at octacore CPUs and a full 5, maybe 6 generations ahead of the GPU on the day of release.

      It just isn't like the old days were a PC would gain a few hundred MHz or add a couple dozen shaders in between consoles anymore. Now we are talking HUGE fundamental shifts in design on the PC which the consoles are WAY behind before they are even released!

      Take the Nintendo one for example, since that is the only GPU that we are currently sure of. the leaks say it is gonna be an HD4830, now that is not only nearly 3 generations behind NOW, with GDDR3 while everyone else is at GDDR5, but even as we speak AMD is switching from VLIW to vector based GPUs which will be the chips that are out by spring most likely. With Vector based they will be able to act like a "HyperCPU/GPU hybrid" with cache coherency with the CPU and the ability to do FP and physics faster than anything we've seen so far, and that is just the integrated! With the discrete you'll be able to use the APU for Physics and AI while the discrete does textures and rendering, giving frankly insane levels of polygon pushing with everything cranked to 11.

      So by the time this console comes out it will be at least 3 generations, probably 4 behind, and be running the old arch that isn't even DX11 while the new arch gives a crazy amount of new features and power that this machine will NEVER be able to use. I don't care if the OS is 1Kb and the games are all running bare metal, you just can't make up for that big a difference in silicon. The problem is we are looking at 3 to 4 years from drawing board to shelf and in that time the PC has made huge strides. look at the last gen, when the X360 was released PCs were JUST starting to be dual core, and in less than 4 years you had cheap 6 cores and you could get quads for $199 in kit form. On the GPU side we went from the 7xxx series to Fermi. That is just too big a leap for the consoles to keep up with friend.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    37. Re:In other news... by Martin+Blank · · Score: 1

      I don't know that Nintendo is the best example of consoles lagging behind. They haven't gone for the top graphics for a few generations now, instead focusing on how the games are played and keeping hardware costs low. Sony and Microsoft will probably go for much newer technology, with the XBox 360 successor at least using a DX11 chip and maybe something newer than that. Sony will probably go for a more conventional approach than the Cell design, but it's still going to want to push the limits within cost restraints. The difference is that the consoles are going to be dedicated games boxes, and PCs always have to juggle things. All other things equal, dedicated hardware will almost always have a significant edge over general purpose hardware, and that means in many cases that it can hold up to newer generations of hardware.

      Keep in mind that this is coming from someone who is very much a PC gaming snob, mostly because console controls always feel so limited and imprecise. The last consoles on which I played significant time was the Super Nintendo and Sega Genesis; I've never touched an XBox game of any sort, and the only time I've touched a Playstation that I can recall was holding the mic for Queen's Under Pressure on some music game and to play Super Mario Bros. as a legacy game on a Wii. In both cases, the experience was under ten minutes, though I've watched probably hundreds of hours of others playing on consoles.

      --
      You can never go home again... but I guess you can shop there.
    38. Re:In other news... by hairyfeet · · Score: 1

      Well I too haven't owned a console in years, my last was the PS 1 (NOT the PSOne, but the actual first on release day PlayStation. I bought it with BAT and Crazy Ivan) but one thing I DO know about and keep up with quite diligently is hardware, as gaming hardware has always been an interest of mine.

      And I would argue the BIG difference is something you seem to have overlooked. in generations past you were dealing with multiple tasks on a SINGLE tasking CPU, or if you were lucky a CPU that could do two integer ops, aka HyperThreading. The difference now is frankly OS overhead doesn't matter because when I can pick up a quad core kit for $199 as a spare? or get a fully loaded Dell prebuilt quad for like 449? The days of the OS making a real difference when it comes to performance are long gone.

      Just for shits and giggles while I had the latest Brothers in Arms loaded up and I was in a safe spot I minimized the game so I could read my CPU meter. While two cores were busy and my GPU was at around 24% load rendering the scene the other two cores and 76% GPU was sitting there twiddling its thumbs. And this isn't even a top o' the line gamer rig. We are talking a MOR AMD Phenom II 925 quad, an ATI HD4850 with 512Mb of GDDR3, 8Gb of RAM, and 3Tb of HDD space. If you take out the 3Tb and put back the dual 500Gb it came with we are talking less than $600 after MIR, less than $500 if I wouldn't have gone apeshit with RAM and went with 4Gb instead of 8Gb.

      So I would argue that your thoughts on dedicated VS general purpose is true in the past, it simply isn't true now because you are comparing a dedicated Honda VS a general purpose Ferrari. We are talking so damned much overkill power now that even the most hardcore games are frankly causing the $500 PCs to yawn with boredom. Nothing really slams the system anymore because the insanely overpowered designs of current systems are built from some mythical future workload from space. Folks keep buying them because "bigger is better" but from checking PerfMon when doing a follow up to my customers homes I've found even the gamers simply aren't taxing the systems, they are just too overpowered.

      So I just don't see how having a 1Kb OS is really gonna matter much when the OS has its own CPU and the games have another three to pisslefart with. Frankly the only reason games tax a system now at all is the frankly shitty poorly optimized console rips that are being handed off as PC games. When you compare the performance of a Valve title to these console rips its like night and day, with the original HL2 running quite nicely on a 7600GS. I just don't see how consoles are gonna be able to compete on graphics. Sure they'll get those that want to sit their fat ass on a couch with a controller and teabag, although even then I'd argue HTPCs are starting to take off thanks to netflix and Hulu, I have yet another customer coming to pick up another HTPC this very evening simply by word of mouth, but compete on graphics? i think that time is past and is simply never coming back. there is simply too much lead time between design and release and what we are seeing now is the biggest shift in PC design since the original Pentium nearly 20 years ago.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    39. Re:In other news... by Martin+Blank · · Score: 1

      I agree with you wholeheartedly about current designs. I think we're seeing the return of the five-year PC (actually, I think it showed up with Nehalem if not with Conroe, depending on how hard you pushed certain features). I routinely encourage people to get four-year coverage on their notebooks now as they will almost always be able to use it. My Conroe notebook almost got replaced this year with a new notebook, but it wasn't really necessary and I figure waiting for Ivy Bridge is a better bet anyway, especially after forking over money for a tablet and maybe getting a new phone. Instead, I'm going to get a new battery for it (the current one lasts under five minutes unplugged) for $100 and then make it a secondary system in a year.

      But I would not be surprised to see a six-core (or better) CPU and dual graphics chips in the new consoles. I don't underestimate what the graphics guys can do with that if they get access to the full raw power of it. The consoles may not stay ahead as long, but I still expect them to get ahead at the beginning. That's a point on which, though, we may have to agree to disagree.

      --
      You can never go home again... but I guess you can shop there.
  2. Welcome to Australia. by Anonymous Coward · · Score: 1

    Welcome to Australia. Where you have to claim you can make an industry the size of Hollywood "100,000 times better", to get $2 million in funding.

    1. Re:Welcome to Australia. by dakameleon · · Score: 2

      1) except the games industry is bigger than Hollywood by far
      2) The department that provided the funding looks to be Commercialisation Australia, which seems to basically be a government-backed VC-like operation - I can only imagine that exists because of the paltry VC in Australia.

      --
      Man who leaps off cliff jumps to conclusion.
    2. Re:Welcome to Australia. by glwtta · · Score: 1

      1) except the games industry is bigger than Hollywood by far

      How do you figure? All the numbers I've seen have games somewhere between 1/2 and 3/4 of film. Their "core" sales - game software and domestic box office - are very close to each other, $10B or so.

      --
      sic transit gloria mundi
  3. animaaaation by Anonymous Coward · · Score: 1

    needs more animated models...

    nothing is moving.

    1. Re:animaaaation by daid303 · · Score: 5, Informative

      Which is the whole trick, this was shown off at least a year ago, it pops up now and then.

      The tech precalculates a LOT, for that it needs static model information.
      The site of the creators is http://unlimiteddetailtechnology.com/

      http://forums.tigsource.com/index.php?topic=11624.30 they talked about it last year.

    2. Re:animaaaation by somersault · · Score: 1

      Also, dynamic lighting/shaders. It doesn't look great yet. There are a few games around that do nicer modelling than [insert generic FPS here].

      --
      which is totally what she said
    3. Re:animaaaation by EdZ · · Score: 1

      Yep. As a static voxel engine (and I can only assume it to be, as they don't appear to have demonstrated anything else), it's impressively fast at that high a resolution, but not particularly useful for a game engine. A dynamic voxel engine however...

    4. Re:animaaaation by Xest · · Score: 1

      Is that why the lighting looks terrible too?

      As with everything it looks to be something that suffers compromises, sure they've made things look better, but if it can't be lit well, and if it can't be animated easily it's not much use for games.

    5. Re:animaaaation by AJH16 · · Score: 1

      The lighting looks terrible because they were trying to show detail and used bland lighting to show it. There is no reason that the technology could not be used for very high quality static landscapes in combination with existing techniques, but it is useless for anything that is moving as the search parameters would not match up. I would also expect it to take a rather large amount of data to do since it isn't mathematically modeled, but rather actual point clouds (unless they worked some really crazy math).

      --
      AJ Henderson
    6. Re:animaaaation by AJH16 · · Score: 1

      Thanks a bunch for the link. For the graphics professionals out there, check the bottom of the "What is it" page for the critical details. Basically they define what points exist and the color information for them and then use a search to determine each pixel's color based on the location and direction of the camera. In combination with some other technologies, it does have some interesting possibilities, but is still very limited. It could have some use in landscape rendering I would think though. That said, I'd still much more like to watch the future of tessellation for scaling vector geometry and eventually real time ray tracing as far superior technologies.

      --
      AJ Henderson
    7. Re:animaaaation by Kopiok · · Score: 1

      They showed at the end of the video that the current shading only allowed for two colors of shadows. Basically SHADOW or NOSHADOW. The video claims that, after they completed making the demonstration they showed, they had enabled gradient shading but they were still testing it out. And even if it can't be animated, it could at least allow for much more detailed static environments, which is most of games anyway.

  4. Unfortunately for us gamers... by Thantik · · Score: 1

    Most games recently just kind of suck and rest upon the shoulders of innovative graphics. This does not make me hopeful for the future of gaming.

    However, if this technology isn't a scam like I suspect, I still welcome it. It could change the face of computer graphics as we currently know it forever.

    1. Re:Unfortunately for us gamers... by Yaotzin · · Score: 1

      You're worried about the future of gaming because the games will be better? Graphics isn't everything, but it IS important. There have always been crappy games and that's not going away. At the same time there are tons of awesome games being released with superior graphics and effects, which makes them even better. Improved graphics is no substitute for story and gameplay, but it's not harmful either, quite the opposite.

      --
      Error: No error occurred
    2. Re:Unfortunately for us gamers... by Anonymous Coward · · Score: 1

      Seriously Dude. They have "Unlimited Detail Technology" and what do they do? Stick a gun in some guys hand so he can shoot stuff.

      Dicks.

    3. Re:Unfortunately for us gamers... by The+Dawn+Of+Time · · Score: 1

      You're absolutely ignorant if you believe that. Or you restricted your definition of "most" to an incredibly limited subset of the highest-profile AAA releases, which is to say, nothing even approaching the actual definition of the word "most."

    4. Re:Unfortunately for us gamers... by Monchanger · · Score: 3, Interesting

      Most games recently just kind of suck and rest upon the shoulders of innovative graphics. This does not make me hopeful for the future of gaming.

      Generally speaking, I'm in agreement on the suck part, but hold on a second there with the conclusion. If this technology is real and games do see a massive jump forward in graphics, wouldn't that allow for an end to each successive title needing to simply out-polygon the competition? Isn't it equally likely this would force a paradigm shift, where if nothing else art- real art, would supplant technical graphics specs?

  5. Yeah, and I am a Pony by bky1701 · · Score: 3, Insightful

    The "goal" of crazy people who don't actually understand computers has always been to make graphics (and sometimes logic) based on "atoms"/particles/etc. The problem is not that it can't be done - anyone who has ever used a 3D modeling program with fluid dynamics has that power right in front of them - the problem is that it can't realistically be done in real time with our technology. Hell, it can't realistically be done pre-rendered without a supercomputer.

    So sure, it could make it '100,000 times better.' No one is really debating that, and it isn't news to anyone who knows the first thing about graphics. What would be news would be hardware that better supported it. Somehow, I don't think that's what we have here. Notice the lack of specifics as to what KIND of graphics they seek to improve.

    Looks like the Australians just got scammed for 2 million.

    1. Re:Yeah, and I am a Pony by Anonymous Coward · · Score: 1

      Don't say it can't be done now, I've been living in a real-time, atom based world for years... I was born a voxel.

      HEX

    2. Re:Yeah, and I am a Pony by bky1701 · · Score: 1

      Addendum. I watched the video (OK, skimmed it). As far as particles go, this doesn't look like it is actually intended to be a full particle system. Rather, some kind of hybrid, like particle effects are done now. So sure, that could be something new - but still, their claims are formed in a very misleading way, given this.

      I did however notice an extremely questionable statement which makes me seriously suspect this is a scam.

      5:45 - he makes the claim that real-world scanned objects can't be used in games because the resolution is too high. This is completely false. Game developers have scanned objects for a long time, and even more often, made extremely high resolution models on purpose. The models are then lowered in resolution down to a usable form, and the differences between the low-res and high-res models is compiled into a normal (bump) map. This is how almost all first person game textures are made these days. (The benefits of this process are mainly surrounding the better efficiency of textures in holding the depth data than polys, especially at varying distances where complex geometry results in extreme aliasing, and the fact that high-poly models cause serious issues with more advanced lighting schemes.) To make the claim this guy just did is highly suspect.

    3. Re:Yeah, and I am a Pony by iinlane · · Score: 2

      Seen this video few years ago - definitely a scam.

    4. Re:Yeah, and I am a Pony by gutnor · · Score: 2

      They claim they can do in realtime what you say is impossible. Now, if you don't actually have any technical argument, I'll take the view of an expert: John Carmack does not think it is a scam. That said, there are big always big challenges to go from the tech demo to the finished product for sure and they are unlikely to make it especially in the current game market which is already struggling to create content.

    5. Re:Yeah, and I am a Pony by hitmark · · Score: 1

      I find myself wondering if what they are doing is using voxels to step down the detail level om distant objects while stepping it up on near objects, and not even bothering with the objects out of view.

      --
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    6. Re:Yeah, and I am a Pony by XDirtypunkX · · Score: 1

      Actually, it was being done realistically in near real-time over 10 years ago, using splatting based techniques (see surfels and QSplat http://graphics.stanford.edu/software/qsplat/). These systems weren't really suitable or fast enough for games at the time, but 10 years is a long time for hardware and software to progress.

    7. Re:Yeah, and I am a Pony by Anonymous Coward · · Score: 1

      John Carmack does not think it is a scam

      But actually what John Carmack is saying is that with current computer power there is no chance of having that sort of graphics in real time. As other have said, according to the presented video the technology looks like a particle system. Basically what they do is to replace polygons with spheres (I assume) but these spheres are very small, so they have a lot of more objects.

      The problem (if there is any) with current graphics is not that they are made of polygons but that these polygons are big. An equivalent technology would be to make the same low resolution "palm tree" (shown in their video) with a lot of smaller polygons.

      So they made a system in which each voxel is made by a sphere. As they point in the video, this is not new, and has been used in medicine and research for some time. The fact that it has not been used before was due to lack of processing power in consumer software.

      But hey, they are actually making an SDK that uses this technology. Maybe in 2012 such real time graphics will run at 5FPS but in 2030 the technology will allow them to run at 100FPS.

      Overall, it is good that someone is doing it. My take is that this is one of those things that will be looked before as "these guys were ahead of their time", like Babbage's Analytical Engine (only comparing in "spirit" I am not saying these two have the same merits) or several of the Internet technologies that came in the the early 90's ahead of its time.

    8. Re:Yeah, and I am a Pony by DJHeRobotExVV · · Score: 3, Informative

      They claim they can do in realtime what you say is impossible. Now, if you don't actually have any technical argument, I'll take the view of an expert: John Carmack does not think it is a scam. That said, there are big always big challenges to go from the tech demo to the finished product for sure and they are unlikely to make it especially in the current game market which is already struggling to create content.

      Here, kid, as an actual graphics programmer, I'm translate Carmack's producer- and marketing-approved Twitter into plain, run-of-the-mill English for the simple-minded:

      Statement: "No chance of a game on current gen systems, but maybe several years from now."

      Translation: "No chance of a game on current-gen systems, nor what will be the next generation, as Wii U devkits have already been seeded to developers and it'd be foolish to think that Sony or Microsoft are very far behind. Insofar as nobody, not even me, can really predict what the game industry will be like in a year let alone several years, it's a pretty safe bet to say that it will *maybe* happen several years from now."

      Statement: "Production issues will be challenging."

      Translation: "It will be quite difficult to produce any real game out of this, being as it clearly appears to lack any shading model other than simple diffuse lighting and don't appear to have any kind of programmable materials pipeline whatsoever."

    9. Re:Yeah, and I am a Pony by iamhassi · · Score: 1

      "Looks like the Australians just got scammed for 2 million."

      Worse than that, he did this over a year ago. Here's his video from February 2010 which is basically the same as the July 2011 version.

      His linkedin goes into a bit more detail: "The Unlimited Detail system consists of a compiler that takes point cloud data and converts it in to a compressed format, the engine is then capable of accessing this data in such a way that it only accesses the pixels needed on screen and ignores the others generating real-time graphics that look like unlimited polygons. it is also the best available way of displaying laser scanned environments, they can be of unlimited size and this will not slow down the system."

      Compression? Showing only the information needed on the screen? They already do both of those. Also of interest is he was CEO of "Unlimited Detail" from 1995 until 2010, so apparently this guy has never held a job or graduate college.

      Wonder how long the Australian gov't will wait before arresting him for fraud?

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    10. Re:Yeah, and I am a Pony by dintech · · Score: 1

      Seen this video few years ago - definitely a scam.

      How is that possible? Crysis 2, featured in the video, was only released this year. I'm not saying this ISN'T a scam or that you might have see a similar video, but you did not see THIS video a few years ago.

    11. Re:Yeah, and I am a Pony by gutnor · · Score: 1
      So no real different than raytracing demo presented by Intel. That is still a level above "scam" and "impossible, duh".

      There is almost every day an article about revolutionary new material, source of energy, cure for cancer, ... the vast majority of it never make it to an actual product for lots of different reasons (does not scale, too weird, politic, bad time, fashion, $$$, 90% there syndrom, overoptimism, fatal flaws). That is still interesting, certainly more interesting than the 5 articles there will be today about the latest rumor of rumor on the next iPhone.

    12. Re:Yeah, and I am a Pony by StripedCow · · Score: 1

      Perhaps they've invented a compiler that's so smart that it can deal with (code handling single) atoms by cleverly dividing them into groups or something.

      As an analogy: fluid mechanics also does not describe one atom at a time, yet the equations are valid on a larger scale.

      --
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    13. Re:Yeah, and I am a Pony by snowgirl · · Score: 3, Insightful

      5:45 - he makes the claim that real-world scanned objects can't be used in games because the resolution is too high. This is completely false. Game developers have scanned objects for a long time, and even more often, made extremely high resolution models on purpose. The models are then lowered in resolution down to a usable form, and the differences between the low-res and high-res models is compiled into a normal (bump) map. This is how almost all first person game textures are made these days. (The benefits of this process are mainly surrounding the better efficiency of textures in holding the depth data than polys, especially at varying distances where complex geometry results in extreme aliasing, and the fact that high-poly models cause serious issues with more advanced lighting schemes.) To make the claim this guy just did is highly suspect.

      So, what you're saying is that people scan real world objects, but don't actually use those models in games... so... once one accounts for market speak "you can't use a scan of a real-world object in a game [without dropping enough detail so that you're not using the original scan]."

      --
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    14. Re:Yeah, and I am a Pony by EdZ · · Score: 1

      No, they don't use the raw point cloud models, they perform some processing first. And I doubt these guys use unprocessed point clouds for their engine either, so it's a ludicrous claim.

    15. Re:Yeah, and I am a Pony by kvezach · · Score: 2

      This looks a lot like sparse voxel octrees. As a concept, SVO is nothing new at this point, and id has been considering using it as part of their id Tech 6 engine.

      A sparse voxel octree is basically a hierarchical structure for points in 3D space. The advantage of using a hierarchical structure is that you can stop looking at any time, and so zooming works very well: you just traverse the tree until you get so far down that further detail won't be visible, then you render. If the player moves closer, that simply means you'll go further down the tree, but you'll cover a smaller space so the load doesn't really change.

      Now, the sparse voxel octree both gives and takes away. It enables detail at all scales, but since the structure is hierarchical (log n insertion and deletion, AFAIK), moving large numbers of points about is going to be really hard, not to mention actual deformation or changes of the objects themselves. One would probably use an SVO to show world detail: landscapes and "3D textures" - and then use simple polygon skeletons for collision detection, moving critters around, etc.

      Sparse voxel octrees work, and they work very well on the kind of static-but-detailed data shown in the demos, so it seems quite likely that's what they're doing. But sparse voxel octrees aren't New And Revolutionary Unique Technology only available to the Australians here. Here's an nVidia demo, another demo (not by nV), and an example of the kind of tricks you can do by combining SVO and procedural generation.

    16. Re:Yeah, and I am a Pony by Archibald+Buttle · · Score: 2

      I do get your skepticism...

      Thing is though, some members of the demo scene have been doing really impressive things with particle-based rendering systems over the past few years.

      To see what can be done, you should check out the demos "Ceasefire (All falls down)" and "Numb Res" by CNCD & Fairlight. They both make very heavy use of particle-based rendering engines - the latter features a rather long section of real-time particle-bsed computational fluid dynamics simulation - the kind of stuff that one tends to think is the domain of pre-rendering on super-computers. When I saw it my mind got conclusively blown.

      If you want to read about it check out the blog of their lead graphics developer/researcher.

    17. Re:Yeah, and I am a Pony by Anonymous Coward · · Score: 1

      The technique is called "point set surfaces" or "surface splatting". It builds the world out of ellipses of various sizes which, with sufficiently dense placement, recreate the surface. The advantage is that there is no connectivity information to maintain: You can remove and add splats at any time and in any place. This enables pervasive and smooth level-of-detail rendering. Rendering individual splats is easy and quick as well. The downside is that you have to modify a huge amount of geometry information when anything in the scene changes and there is no hierarchy, or you have to maintain connectivity if there is a hierarchy to save you from modifying all splats individually. On the other hand, polygonal scenes are often static too because maintaining the their data structures in a moving scene is difficult as well.

    18. Re:Yeah, and I am a Pony by loufoque · · Score: 1

      It's called a spatial index.
      It's pretty basic computational geometry stuff.

    19. Re:Yeah, and I am a Pony by BasilBrush · · Score: 1

      I remember when Wolfenstein 3D came out. It seemed unbelievable that a world of textured polygons was being manipulated in real time on a 4.77 MHz PC. We'd seen nothing like it!

      Later the details of how Carmack had done it came out. This wasn't the traditional matrix manipulation of 3D points, hidden surface removal, plotting of textures and the painter's algorithm we were used to. It was 2D raycasting from a simplified data structure. Each ray cast allowed the plotting of 128 pixels. Only 280 rays had to be cast per frame. And texturing was trivial as it was only ever vertical slices. Objects and enemies were just 2D sprites.

      Now it all seems very obvious. But then, it was a hell of a breakthrough for 3D games.

      Similar story when the groundbreaking Doom and Quake engines came out. The significant trick there that made the seemingly impossible possible was rapid hidden surface removal with binary search trees. And there's a parallel there in that this guy is saying his breakthrough is related to search.

      Another thing that gives his claims a little credence for me is that the demo isn't actually that visually stunning. It has poor lighting and there is no animation. If you're going to create a fake engine for a video, then the thing to do is to ray-trace or otherwise render frame by frame in non-real time, and stitch the frames into a video.

      And then there's something in the figures. He says he's created a 1km by 1km island. And that there are 64 "atoms" per cubic mm. Which suggests he's using 22 bits per dimension. If the height of the island is limited to 1/4 km. Then that's 64 bits per "atom" coordinate. Which sounds realistic, rather than something just plucked out of the air.

      Whilst this guy could be a scammer, I'm more open to the possibility that he's genuinely found a new approach, having seen Carmack advance the state of the art in a big surprising jump 3 times over. I certainly don't see anything here that is so impossible he must be a scammer.

    20. Re:Yeah, and I am a Pony by robthebloke · · Score: 2

      It would be interesting (to me, as a graphics programmer in the games industry), if they stopped bullshitting. The claims in that video, when writtten down, are absolutely absurd. 20,000Gb of Ram. That's right. 20,000Gb of ram (at least!) to store the number of 'atoms' they claim they are displaying. Now, that simply can't be true - so they must either have left out a hell of a lot of information (such as, we are drawing the same object 20,000,000 times, or we are throwing everything at some procedural geometry shader), or they are out and out lying.

      The claims made by the Intel demo were always realistic. Most of the implementation details were described, so that you could say "ok, it's good for that, not so good for that". Now listen again to the claims in that video. "Trillions of polygons", "Trillions of objects", "Infinite levels of detail", "all @ 20fps", "Simple tool to magically convert polygons (that we've been lambasting for the last 5mins) into an infinite detail point cloud (thereby adding detail to the mesh that was not there to begin with? WTF?)"". That video has lots of figures, without any believable facts. This is a hoax, or an exceptionally ill-advised way to generate developer interest in their middleware (if it even exists at all - which I doubt).

    21. Re:Yeah, and I am a Pony by robthebloke · · Score: 1

      (I've done some things on computers that were 'impossible', I just didn't accept the limitations and did something nobody had thought of before. Many cool pieces of programming were considered impossible before someone went and pulled it off anyhow. So the way I see it, if I and other people can do the 'impossible' with software, I see no reason a bunch of other smart people can't do it. In a decade or two after release, nobody will understand why it took so long for someone to do it this way, just wait.)

      No, things that are impossible to do on computers, are simply impossible to do. Time travel for example. That's impossible. Storing 21 trillion (as they claim in the video) anythings on a computer is impossible on current gen hardware. Unless they are expecting the PS4 to ship with 20,000Gb+ ram, it will be still be impossible on next generation of hardware. If you can show me how to store 21 trillion unique and random values on a PS3, well sir, I shall forever be your servant because I'd have a lot to learn from you.

    22. Re:Yeah, and I am a Pony by snowgirl · · Score: 2

      No, they don't use the raw point cloud models, they perform some processing first. And I doubt these guys use unprocessed point clouds for their engine either, so it's a ludicrous claim.

      Their specific claim is that they are using point clouds. My thoughts are that if you strategically collapse points of the model (like a dynamic LOD sort of thing) that you could feasibly accomplish something similar to what they're doing.

      I mean, seriously, they're talking about large point fields for grains of sand... if that were true, then why wouldn't they be able to use a raw point clouds from scanned objects?

      --
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    23. Re:Yeah, and I am a Pony by bky1701 · · Score: 1

      Raytracing is quite a different situation. The issue with realtime raytracing is that it can make the lighting worse; unless you use a large number of rays (which can become prohibitive, especially with other lighting methods at work, which can complicate ray paths), it looks splotchy and staticy. It is far from impossible given current technology - you can forcibly enable it in some games, even - just not really that helpful when it comes to making a scene look better.

      These people are playing up a complete change in rendering methodology. I am not sure if that is actually what they're providing; I'm very skeptical on that issue in itself. They haven't really explained how this works, and depending on the actual (claimed) implementation, it could really range from "inconvenient/not helpful" to "completely impossible, now or in the future." However, given some of what else was said in the video, and the general vagueness of their "technology," I lean towards it being a scam or vaporware.

      Nothing they showed was revolutionary, nor did it display any traits unique to the system they have claimed to develop. An obvious use of such a system - destructible objects - is conspicuously absent from their demo. I'm not saying it is impossible, but I am saying that I think this is iffy.

    24. Re:Yeah, and I am a Pony by smallfries · · Score: 4, Insightful

      The idea that they've come up with a new LoD algorithm for point cloud data is reasonable. It would then allow their ridiculous claims to be (technically) true about the size of datasets. But, if everything is held procedurally then it must have a low complexity description in order to compress that vast dataset (say 20,000Gb) into something that can be processed. Low-complexity descriptions tend to exist for highly regular geometry, and if you look at their demo they appear to have very high detail objects in a very coarse, regular and repetitive mesh to the extent that when they zoom out it looks like Minecraft.

      No need for it to be a hoax, I'm guessing that they can make horrific looking (regular, craply lit, static) graphics as they claim in the video with the projected datasizes they refer to. What they gloss over is that it can't just be translated onto a real level design and scaled up to the level of complexity that you see in real level design.

      It would be kind of like me saying "hey, I can draw circles at an infinite level of detail, equivalent to trillions of line segments. Can't draw more complex shapes like faces yet though....."

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    25. Re:Yeah, and I am a Pony by Joce640k · · Score: 1

      There's an awful lot of instancing in the scene...if you calculate the total when the instances are baked then you can get those numbers.

      This is a hoax, or an exceptionally ill-advised way to generate developer interest in their middleware

      Yep. My prediction is that they're just after investor money and this will never be more than a tech demo.

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      No sig today...
    26. Re:Yeah, and I am a Pony by Joce640k · · Score: 1

      Is it even possible? It's only impossible until someone ignores conventional thought and does it anyhow.

      (I've done some things on computers that were 'impossible', I just didn't accept the limitations and did something nobody had thought of before.

      Um, no. Some things really are impossible. The 'impossible' things you did all had quote marks around them.

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      No sig today...
    27. Re:Yeah, and I am a Pony by bky1701 · · Score: 1

      "I certainly don't see anything here that is so impossible he must be a scammer."

      That's actually my biggest issue with it. I don't see anything in the video *at all* that can't be done with current technology, some good hardware, and very clean programming. The claims they are making do not seem to align with what is being shown, and indeed, the claims seem to be somewhat self-contradictory.

      I don't think that a massive revolution in rendering is impossible (although it would almost certainly require new hardware, as video cards are optimized for the current system), I just do not believe these people have it, or anything near it. Quite the contrary, I believe this has all the hallmarks of some serious vaporware.

      It is important to remember that when the current system arose, 3D was a very new field, and one regarded to a large extent as a toy. Now we have literally billions of dollars going into research - both public and private. I have to place the bar a bit higher than "cool video and big words" when it is only one group of people, in a world filled with movie execs, grad students, math professors, demo scene people, etc., claiming they have revolutionized it beyond recognition. That just doesn't happen in the real world.

    28. Re:Yeah, and I am a Pony by Joce640k · · Score: 1

      He's a con artist who can program graphics (or get other people to while he takes all the credit).

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      No sig today...
    29. Re:Yeah, and I am a Pony by data2 · · Score: 1

      Parts of the video were awfully familiar, especially in the beginning. If I remember correctly, last time around they produced this with functions for curves etc. and created models with these curves, allowing "unlimited" detail.

    30. Re:Yeah, and I am a Pony by BasilBrush · · Score: 1

      It would be interesting (to me, as a graphics programmer in the games industry), if they stopped bullshitting. The claims in that video, when writtten down, are absolutely absurd. 20,000Gb of Ram. That's right. 20,000Gb of ram (at least!) to store the number of 'atoms' they claim they are displaying.

      What figures are you using for that calculation.

      Now, that simply can't be true - so they must either have left out a hell of a lot of information (such as, we are drawing the same object 20,000,000 times, or we are throwing everything at some procedural geometry shader)

      Well of course they are drawing each object many times. So do all the polygon based games. It would be stupid not to. No one would store the full unique geometry for each blade of grass.

      Simple tool to magically convert polygons (that we've been lambasting for the last 5mins) into an infinite detail point cloud (thereby adding detail to the mesh that was not there to begin with? WTF?)"".

      You're ranting. The polygon's that they are lambasting are for example tree trunks with 6-12 sides. If instead they take a model with a very high polygon count, higher than would be used in a polygon based game, and convert it to their "point cloud" system, that would be quite reasonable, and the result would be an advance over current polygon based games.

      I'm not saying this is genuine. It might be a hoax. But I don't see anything in your dismissal that proves it to be so.

    31. Re:Yeah, and I am a Pony by Joce640k · · Score: 1

      Problem is...by the time the average machine is really able to do all this then we won't be too worried about having a billion polygons on screen either.

      i.e. It's a sort of self-obsoleting technology - it looks good today but by the time it's finally available nobody will want it.

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    32. Re:Yeah, and I am a Pony by Certhas · · Score: 1
      http://en.wikipedia.org/wiki/Category:Video_games_with_voxel_graphics

      * Ace of Spades (video game)

      * Sid Meier's Alpha Centauri

      * Amok (video game)

      * Blade Runner (1997 video game)

      * Blood (video game)

      * Comanche series

      * Command & Conquer: Red Alert 2

      * Command & Conquer: Tiberian Sun

      * Delta Force (video game)

      * Delta Force 2

      * Delta Force: Urban Warfare

      * Hexplore

      * Master of Orion III

      * Minecraft

      * Outcast (video game)

      * Perimeter (video game)

      * Shadow Warrior

      * Shattered Steel

      * Vangers

      So it can be done, it has been done, and it might well be useful in some games, though not neccessarily the FPS genre.

    33. Re:Yeah, and I am a Pony by bky1701 · · Score: 1

      Gah! Always leave out Dwarf Fortress from the list! What does the media have against it?

      /sarcasm

    34. Re:Yeah, and I am a Pony by PixelScuba · · Score: 1

      Two Million Dollar-a-Doos!?

    35. Re:Yeah, and I am a Pony by JasterBobaMereel · · Score: 1

      They appear to be using some form of Fractal compression, i.e you have a formula to generate the object, when you need to render it you pick a compression level that means that you render the object to the current resolution - So an object in the distance will be only rendered so it occupies a few pixels, a nearer object a few thousand, etc ... you get 'infinite' resolution as they claim, the difficult part is encoding the object in such a way that you can, a) render quickly, and b) stop the object looking repetitive (Like fractal trees often look) even when very close up ...

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    36. Re:Yeah, and I am a Pony by JasterBobaMereel · · Score: 1

      The real problem with shading and shadows is that none of these objects have a surface ... just a cloud of points

      --
      Puteulanus fenestra mortis
    37. Re:Yeah, and I am a Pony by snowgirl · · Score: 1

      Replace "fractal" with "shit tons of data", and yes, you pretty much have what I suspect that they're doing.

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    38. Re:Yeah, and I am a Pony by ginbot462 · · Score: 1

      Haven't look at it (at work), but maybe it is form of wavelet compression which is functional similar to a procedural fractal.

      --
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    39. Re:Yeah, and I am a Pony by AmiMoJo · · Score: 1

      That is what tessellation shaders are for. In fact ID were doing a simple form of it back in the Quake 3 days where an archway would dynamically vary the number of polygons depending on distance and quality settings. These days pixel shaders are used to tessellate objects to an essentially infinite level of detail, complete with surface roughness and detail.

      This reminds me of the many other times that a clever new technology has appeared on the computer graphics scene only to be made irrelevant by the shear processing power of its competitors. We are already at the point where pixel shaders can do what is being demonstrated here and it is only a matter of time before game engines start to take advantage of that.

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    40. Re:Yeah, and I am a Pony by Rockoon · · Score: 1

      They did mention medical imaging, which is a nearly 100% voxel based market...

      So like ray-tracing their renderer would begin "for each pixel..."

      One of the benefits of raytracing is that it does scale extremely well with the amount of scene geometry. Essentially, doubling the amount of geometry only adds 1 more iteration to hit testing. O(PR log N) where P is the number of pixels, R is the number of rays per pixel, and N is total amount of geometry in the scene. It is this scaling that means that if geometry continues to increase in complexity, raytracing will eventually overtake rasterization in raw performance.

      Raytracing is like QuickSort() and Rasterization is like BubbleSort() .. for small N the BubbleSort() beats QuickSort() because it has a smaller constant. In the case of Raytracing vs Rasterization, Rasterization has very small constants compared to raytracing so Raytracing doesnt overtake Rasterization until N is very large (Intel had put out an estimate several years ago.. determining that the N where raytracing overtakes rasterization in raw performance is somewhere between 1 million and 10 million polygons)

      Now these guys just seem to be doing Raycasting (ala medical imaging), rather than Raytracing, so the N where this happens would be quite a bit smaller.

      --
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    41. Re:Yeah, and I am a Pony by smallfries · · Score: 1

      Good point, I wondered if tessellation shaders had already made them obsolete. The latest nvidia demos are impressive. The unreal demo (samaritan) is well worth checking out to see how far procedural generation can go in a polygon engine. It is jaw genuinely jaw dropping and makes this video look like a cheap hack.

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    42. Re:Yeah, and I am a Pony by WagonWheelsRX8 · · Score: 1

      No mod points, and I guess a little offtopic, but glad you mentioned these...those are awesome, pretty damned incredible for realtime demos (I especially like the Ceasefire one).

    43. Re:Yeah, and I am a Pony by srmalloy · · Score: 1

      You will notice that, in their demo videos, we're being shown views of thousands or millions of the same objects, and even in the parts where they're showing objects rendered with a texture, the textures look to be very small or simple, so that the data behind the scene can compress very efficiently.

      I would be more impressed if they were to do a technology demonstration by, say, taking the source to Doom and applying their 'Unlimited Detail' technology to the level rendering and re-doing the textures, then releasing a level or two as a walkthrough to show it off live. Certainly making Doom look better is a sufficiently low bar to hurdle.

    44. Re:Yeah, and I am a Pony by snowgirl · · Score: 1

      That is what the bump map is for.. it contains the additional depth data.

      A bump map does NOT contain additional depth data. It is a NORMAL map. Normally a triangle has only one normal (the vector projecting directly out from the surface) and so you get a flat triangle. However, if you keep an additional texture of vectors at each pixel in the triangle declaring what the deviation from the standard normal is at that point, then you can have a flat triangle that reflects light as if it had tiny facets that point in different directions. This yields the appearance of depth, say of like a grout line in a tile floor, but even if the normal reflects light properly, the point still sits level with the rest of the tile in geometry.

      Thus there is no "additional depth data", there is an optical illusion that our minds generally are willing to accept as additional depth data, even when it acts geometrically contrary to what we think we see.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    45. Re:Yeah, and I am a Pony by snowgirl · · Score: 1

      No, what he is saying is geometry is split between polygons and bump maps. Polygons provide absolute positing information in 3D space, and bump maps provide small scale texture information. Thus individual grains of sand on a piece of sandpaper could each create separate shadows even if the sandpapers position is represented by a single polygon.

      No... the individual grains of sand done through a bump map do not cast a separate shadow. They reflect light as if they were not pointed towards the default normal of the surface that they are on. Sometimes that means they're darker than they would be on a purely flat texture, and sometimes they're a bit brighter than they would be on a purely flat texture. They are not however actually separate heights from the surface and all of them remain exactly in the same planar surface, as a result they cannot cast shadows on themselves anymore than a flat triangle can cast shadows on themselves.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    46. Re:Yeah, and I am a Pony by uninformedLuddite · · Score: 1

      I've done some things on computers that were 'impossible',

      I stopped at illegal(and immorally satisfying).

      --
      The new right fascists are bilingual. They speak English and Bullshit.
    47. Re:Yeah, and I am a Pony by Sam+Douglas · · Score: 1

      Both techniques are useful. New hardware tessellation features in DX11 capable cards mean we should start seeing games using displacement mapping. A relatively low polygon model is rendered, a displacement map texture is used to deform each triangle. My understanding is that each triangle is subdivided and then a displacement map is used to shift each new vertex. This allows models to have detailed geometry when close to the camera, but not waste time rendering the detail when it is going to be pointless. ((I haven't actually played with displacement mapping, so I could be wrong about the details))

  6. If it's true... by jampola · · Score: 1

    I'll will be eagerly awaiting an IPO!

    1. Re:If it's true... by jampola · · Score: 1

      *I will be, not "I'll" or maybe just "I'll" without the "will". Living in a non English speaking country sucks for my English abilities! (That's my excuse and I'm sticking to it!)

    2. Re:If it's true... by rts008 · · Score: 1

      Don't be so hard on yourself over this one mistake.
      I've seen much worse grammar from native English speakers here in the USA. [NO citation needed if you read /. comments]

      After all, there is a reason that political speeches in the USA are written to target an 8th grade education.(previously covered on /. within the last year or two)

      --
      Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
    3. Re:If it's true... by jampola · · Score: 1

      Wow, this makes me feel all the better! Kudos to you kind sir!

  7. Voxels by Michael+Hunt · · Score: 1

    Now is not the time for voxels. At current hardware specs, the computing time:image quality tradeoff comes out so far in favour of rasterizing (or whatever) polygons it's insane.

    These guys had a tech demo floating around a few years ago, and to my eyes, not a lot has changed.

    1. Re:Voxels by XDirtypunkX · · Score: 4, Interesting

      This is probably not actually what is generally called "voxels", but a hierarchical point cloud system consisting of points on the surface of objects, rendered via some kind of weighted splatting mechanism. There was a lot of research into such systems for visualising some of the very high resolution point clouds coming out of digital laser scanning systems (for example QSplat, which came out of the Digital Michelangelo project http://graphics.stanford.edu/software/qsplat/).

  8. All is not lost by Jarryd98 · · Score: 2

    They've definitely proved they're capable at:
    - Hiring the most annoying voice over guy.
    - Over use of the word 'unlimited.'

    Thankfully they have UNLIMITED POWER at their disposal to prove any further developments.

    1. Re:All is not lost by Jarryd98 · · Score: 1

      That's a fair point. I probably wouldn't be spending what precious funding I had on unnecessary resources, either.

    2. Re:All is not lost by Nagrom · · Score: 1

      He sounds like he escaped from QVC or a low budget infomercial or something. "Order now at the low price of $16.95 and receive this free ..."

    3. Re:All is not lost by Anonymous Coward · · Score: 1

      he was the CEO so it wasn't a professional voice actor.

      Acting is a core CEO competency.

    4. Re:All is not lost by mcvos · · Score: 1

      Though it's more financial disguising than voice acting.

  9. The company got back to me by trawg · · Score: 4, Interesting

    (I submitted this article) I fired off a request for more information from the developers about this and they got back to me indicating they're willing to answer some more questions, so I've summarised some of the main ones that I've seen around the place.

    We're based in the same city as this company (Brisbane, Australia) so I'm hoping that I might be able to actually go out there and eyeball this stuff myself to get a feel for it (and possibly drag along a graphics programmer to do some grilling).

    1. Re:The company got back to me by lance_of_the_apes · · Score: 1

      I would really like to hear the results. I've been writing a 3d engine for the past year and a half - wouldn't want to learn I'd wasted my time! ;)

    2. Re:The company got back to me by trawg · · Score: 1

      I would really like to hear the results. I've been writing a 3d engine for the past year and a half - wouldn't want to learn I'd wasted my time! ;)

      Heh, given the investment of the industry and users in 3d hardware I think you're probably on the safe side :)

    3. Re:The company got back to me by Wizarth · · Score: 1

      I too am interested in hearing more about this.

      Oddly enough, I'm working for a company that's working on a modelling tool for "infinite detail", with a aim for 3d fabrication. But it's not voxels, like the engine here shows.

    4. Re:The company got back to me by daid303 · · Score: 1

      I saw the exact same images/videos they are showing now a year ago, so you're safe. The main problem is, it's only static data, and the gaming world moved beyond static scenery when we noticed doors could open in wolvenstein 3D.

    5. Re:The company got back to me by Suiggy · · Score: 4, Interesting

      Don't bother, they're taking credit for other people's work. You want to know how their technology works? Here's a couple of research papers:

      http://research.nvidia.com/publication/efficient-sparse-voxel-octrees-analysis-extensions-and-implementatio
      http://artis.imag.fr/Publications/2009/CNLE09/

      Want some source code? http://code.google.com/p/efficient-sparse-voxel-octrees/
      Want a video? http://www.youtube.com/watch?v=HScYuRhgEJw

      Euclideon is just spinning up the marketing bullshit and trying to make a profit off of it all. They don't even have good lighting, they're just doing forward shading for each voxel ray-cast intersection using diffuse lighting with a single global point light source. And they haven't demonstrated robust animation yet.

      Guess what, it is possible to animate voxel octrees, but Euclideon never came up with the method either. Some researcher in Germany came up with a working solution for his bachelor's thesis: http://www.youtube.com/watch?v=Tl6PE_n6zTk

    6. Re:The company got back to me by RingDev · · Score: 1

      Except that this isn't Voxel. Euclideon is marketing for Unlimited Tech now. Go do a search for Unlimited graphics engine, they've been showing off their work for the last 2 years. The only thing new here is their marketing partner.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    7. Re:The company got back to me by gmueckl · · Score: 3, Interesting

      The technology is rather related to point cloud rendering which is about 10 years old now. This is the most clever implementation of point cloud rendering that I am aware of and it is pretty cool: http://graphics.stanford.edu/software/qsplat/ It renders amazingly fast.

      It has its shares of problems including requiring a lot of precomputation and as far as I know noone was able to do proper anitaliasing on point clouds. Texture interpolation in the traditional sense has also not been solved to my knowledge because with these point clouds all you can do is give individual points colors, so you will always have hard edges between points. Those two combined result in a lot of visual noise that destroys the illusion in the demo videos that I have seen so far.

      --
      http://www.moonlight3d.eu/
    8. Re:The company got back to me by Suiggy · · Score: 1

      No it's not. He mentions "point cloud" in his video, but he also used the term "atom" to describe a voxel or point, so his terminology is all off kilter to begin with. The qsplat sample images in your link look nothing like the sparse voxel octree or gigavoxel demos--the qsplatting has a lot of roughness along splat subdivision boundaries. The Euclideon demo yields results that are more in line with what you would expect from a voxel ray-casting renderer.

      Furthermore, with qsplatting, you still end up with polygonal data that you need to texture, meaning you need to generate texture maps and texture coordinates for your modesl at the same time. With voxel raycasting, you do not need to bother generating texture maps, the voxel octree encodes material/color information intrinsically (you can achieve 1-bit per voxel effective compression with nVidia's efficient sparse voxel octrees implementation with diffuse and specular material colors), you just render the diffuse color into the frame buffer for each ray-voxel intersection, or if you're doing deferred shading, you render per-pixel material values into your g-buffer before you do your lighting pass.

      And what do you mean you can't anti-alias point clouds? Of course you could anti-alias them. You can do anti-aliasing as a post-processing pass on any image data. Take a look at FXAA for example.

      From a technical standpoint, I think it's obvious he's doing some sort of sparse voxel octree, and not qsplatting.

    9. Re:The company got back to me by Rockoon · · Score: 1

      You have repeated this at least 3 times in this thread, but I have yet to see you actually given evidence of it. Linking to videos that do something kinda-maybe-similar but only for a small object is not evidence.

      --
      "His name was James Damore."
    10. Re:The company got back to me by Rizimar · · Score: 1

      I guess for something as great as unlimited power, you have to make some sacrifices. Like interactivity. This engine will be revolutionary in the "still life" gaming genre.

    11. Re:The company got back to me by gmueckl · · Score: 1

      Yes, the terminology is totally strange. I guess this is an overly ambitious attempt to hype this technology by swapping the more accurate terms out with words that sounds cooler but end up saying nothing. It does not help those of us who think that the tech might be real.

      By the way: point cloud rendering can store texturing information in the form of per-point colors. No textures or polygons involved (see Pfister et al, Surfels: Surface Elements as Rendering Primitives). Unfortunately I do not fully understand your comment about the roughness. Keep in mind that the demo video has pretty awful texturing and lighting that is able to hide artifacts from aliasing, interpolation and surface roughness.

      I am not convinced that what we are looking at are sparse voxel octrees. Why?

      If you look at the original paper there, they really needed to use a Quadro card with 4 to store the data for their scenes and this was their main limiting factor. These guys claim that they have a much much bigger scenes. If the reported 200 billion "atoms" were voxels in the sparse voxel octrees, and given that a voxel required more than 5 bytes of information on average (taken from the paper), the scene would require about 1TB of storage.

      Also, sparse voxel octrees was implemented on a GPU in order to reach the performances that was reported. Volume raycasting and GPUs are a very good match. These guys claim that their renderer is running on a CPU with about 20fps. I do not believe that sparse voxel octrees can reach that performance in a CPU implementation, but to be fair, I have not heard of anyone trying. Point clouds, on the other hand, could reach that level of performance. I'm pretty certain about that.

      --
      http://www.moonlight3d.eu/
    12. Re:The company got back to me by gmueckl · · Score: 1

      Sorry to reply to myself. I meant a Quadro card with 4GB RAM. This got lost somehow.

      --
      http://www.moonlight3d.eu/
    13. Re:The company got back to me by Suiggy · · Score: 1

      You obviously didn't watch the video all the way through. They have scenes with tens of billions of voxels.

    14. Re:The company got back to me by Suiggy · · Score: 1

      You do not need a GPU with lots of RAM, although the more the merrier of course.

      For example, Id Software's upcoming RAGE has texture data sets that are many GBs in size in one big contiguous world without different areas. How do you think they manage to load it all in and display everything on your typical 512MB to 1GB GPU, or even on an iPhone with 256MB of user mode memory? They dynamically stream in the content from disk based upon your position within the world and use LOD techniques.

      Many current console games also do dynamic LOD streaming of texture data, polygonal meshes, animations, etc.

      In the Gigavoxel and Efficient Sparse Voxel Octree papers, they discuss streaming to handle data sets larger than what is possible given GPU RAM. In fact, voxel octrees a good fit for streaming and LOD.

      I guarantee you Euclideon is streaming voxel data from disk as needed and caching it on the GPU dynamically. You can do the streaming asynchronously in different threads running on different cores using asio/epoll/kqueues, so it scales nicely on multi-core systems.

      Also, they did not say that their renderer is running on the CPU. They said their renderer is running "in software". Guess what GPGPU renderers are? They're software renderers.

    15. Re:The company got back to me by gmueckl · · Score: 1

      Getting streaming right is a challenge, but it is quite possible.

      Anyway, if they want to make money from this they will eventually have to tell us how it works. We might discuss this between ourselves endlessly until then. I have mailed them some questions which might shed some light on what they are actually doing. But I do not expect them to reply with useful answers.

      --
      http://www.moonlight3d.eu/
    16. Re:The company got back to me by mikael · · Score: 1

      Maybe the individual points have more data that simply location, orientation and color/transparency/reflectivity. I'd imagine they would have velocity and other material attributes like magnetic strength, stretchiness, brittleness, and viscosity. That would be the way to model an entire world.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    17. Re:The company got back to me by Suiggy · · Score: 1

      Position/location isn't stored at all, it's inferred from memory location and reconstructed incrementally as you traverse the data structure, much like how an array index isn't stored for each element in the array. And if you haven't noticed, everything is static and fixed. Even high-end multi-GPU systems can only handle N-body simulations with tens of thousands of particles at interactive rates, which is essentially what you're calling for... and yet with Euclideon's demo, they purportedly have tens of billions of voxels in a given scene.

    18. Re:The company got back to me by trawg · · Score: 1

      Here's the response I got to my follow-up questions: http://www.ausgamers.com/features/read/3094648

    19. Re:The company got back to me by trawg · · Score: 1

      Here's the response I got to my follow-up questions: http://www.ausgamers.com/features/read/3094648

    20. Re:The company got back to me by lance_of_the_apes · · Score: 1

      Lol, is the dude a politician? He didn't really answer any of your questions!

  10. Re:Libraries of Congress? by rbrausse · · Score: 2

    one Sri Chinmoy Library

    (1 LoC [= 147M items] / 100000 ~ 1 SCL [~ 1.5K items])

    hope this helps,

    sincerely yours

  11. Old news is old. by DurendalMac · · Score: 1

    The video is new, but the demo of the tech certainly isn't. I saw this years ago.

    1. Re:Old news is old. by ctid · · Score: 1

      The commentary in the video said that they'd demonstrated an early version a year ago and then disappeared. They're back now that they've got something new to show.

      --
      Reality is defined by the maddest person in the room
    2. Re:Old news is old. by snemarch · · Score: 1

      What part of the video is new, though? Apart from cutting in video clips from more recent games, the "unlimited" stuff being shown doesn't look much different.

      --
      Coffee-driven development.
  12. Great by ledow · · Score: 1

    So that means 100,000 times more work to make everything that detailed?

    Or else everyone who makes games uses a standard library of objects to cut/paste and so the games end up looking the same anyway?

    This is voxels all over again, in a modern iteration. Yeah, it looks cool, but it increases your development time and isn't anywhere near as fast as other techniques and all those graphical "shortcuts" that standard 3D cards do are done for a reason - nobody *really* notices or cares so long as the game runs smoothly and there's time enough for AI, pathfinding, physics etc.

    I see this as the equivalent of FLAC vs MP3 - yeah, sure it's definitely contains more information but at the cost of storage size and, in the end, 99% of people won't actually care.

    More crap in the graphics pipeline isn't what I've been looking for for the past 10 years in PC gaming, though. Actually the opposite. I was just looking for something more approaching a game than a 3D sculpture to walk around inside of.

    Not to mention, this sort of tech demo has been possible for decades. Maybe not this exact thing as those exact resolutions and those exact framerates, but the result is practically identical to several things I've seen in the past. Now, tell me, which of those actually resulted in a commercial game that used that technology? None. And until it does, it's like telling me that someone has made an "uncrashable" computer, or "compression of most data down to just 20% size". Lovely theory, but until the utility / OS / game that does it can actually land on my computer, it is nothing more than a piece of trivia.

    1. Re:Great by lance_of_the_apes · · Score: 1

      That's a rather pessimistic outlook. I am very skeptical that this is genuine, but 20 fps would be very impressive, if so. Polygons will continue to be used to define the basic structure of objects, and displacement maps do the rest, so it wouldn't add to production time at all. Quite the contrary, it would save time because there would be no need to build multiple levels of detail. Very exciting, if it's real...

    2. Re:Great by JMJimmy · · Score: 1

      While I don't think this tech is practical for anything but static environments, if you watched the video you'd note that they convert from standard industry tools to their "point cloud data" *cough*voxels*cough* so there's no extra work just extra processing time.

    3. Re:Great by lance_of_the_apes · · Score: 1

      The YouTube post says they have animation, but I don't know why they'd hold it back...

    4. Re:Great by JMJimmy · · Score: 1

      Yeah they made that claim a year ago. Someone on digg did an excellent rundown on the math involved in this type of approach (voxels) and without cutting some serious corners it doesn't seem realistic. I'll remain unconvinced until I see a demo and more technical data.

    5. Re:Great by XDirtypunkX · · Score: 1

      Point cloud != voxels.

      Voxels = regularly sampled volume elements.
      Point cloud = irregularly sampled points, usually on the surface of an object.

    6. Re:Great by noodler · · Score: 1

      "...as other techniques and all those graphical "shortcuts" that standard 3D cards do are done for a reason - nobody *really* notices or cares so long as the game runs smoothly and there's time enough for AI, pathfinding, physics etc."

      This is a flawed argument.
      If what you say was true then we would still be playing atari-quality games, because, you see, nobody *realy* notices or cares.
      Games have progressively become better and better looking (with a significant hole at the 2D-3D transition).
      The reason that we do not have ray-traced games yet but have to make due with low-res polygon stuff is because there is a way to make hardware that accellerates those computations. Everything stems from there. It has been the only feasable bridge between 2D and raytracing and it developed into an industry.

      It would be silly to think that people don't care about graphics when there is such a big industry catering to this (and has been doing so for more than a decade).
      We even managed to reach the uncanny valley! (and this may be one of the big drivers behind the recent movement to older, simpler times when men were real men and games were real games).

      Now we're getting to a point that we have such enormous ammounts of computing power sitting there purely to play a game that people start thinking about using it for other purposes. One important development is new rendering techniques.
      And these people are at it.

      We'll have to see if there is a hole big enough to fill the gap before real time ray tracing takes over. It would require some biiiig changes in the industry.

  13. Nomenclature by neurosine · · Score: 2

    Aren't they simply calling pixels atoms, and rasterizing images, as opposed to vectorizing them? I fail to see any novel technology. I'm happy to listen though if there is something involved I missed.

  14. History repeating? by Jimbookis · · Score: 1

    I haven't RTFA but such hyperbole immediate made me think of Adam Clarke and His Platform. We all know how that worked out. http://www.adamsplatform.com.au/

  15. I call bullshit by Sycraft-fu · · Score: 5, Insightful

    If they really could do realtime graphics that were "100,000 times" more detailed than current stuff, they'd do one of two things:

    1) Release a demo so people could actually try it and see it working on their systems, to prove it was real. Or more likely...

    2) License that shit to a company in the industry. Intel would be extremely interested if it ran on CPUs as they'd love for people to spend more money on CPUs and none on GPUs. Any game engine maker would be extremely interested either way. Wouldn't matter if things still had to be hammered out, at the point they claim to be, that would be more than plenty to sign a licensing deal and get to work.

    So I'm calling bullshit and saying it is a con. This is classic con man strategy: You show a demo, but one that is hands off, where the people watching only get to see what you want them to see and don't actually get to play with your product. You make all sorts of claims as to how damn amazing it is, but nobody actually gets to try it out.

    This has been a con tactic for centuries, I've no reason to believe it is any different here.

    So to them I say: Put up or shut up. Either release a demo people can download that will let them see this run on their own systems, or get a reputable company to license it. If Intel comes out and says "This is for real, we've licensed the technology and will be releasing a SDK for people as soon as it is ready," I'll believe them, as they have a history of delivering on promises. So long as it is some random guys posting Youtube videos, I call bullshit.

    1. Re:I call bullshit by ThirdPrize · · Score: 3, Insightful

      On the vague off chance it is real, the last thing they would do is release a demo. The first thing everyone else would do is reverse engineer it and rip them off.

      --
      I have excellent Karma and I am not afraid to Troll it.
    2. Re:I call bullshit by loufoque · · Score: 1

      Intel had its own similar project for a while, but they cancelled it.

    3. Re:I call bullshit by Suiggy · · Score: 1

      The technology itself isn't bullshit, but what is bullshit is that Euclideon is taking credit for other people's work.

      They say they've invented the methods and algorithms behind it all, well that's just pure fantasy. Here's what Euclideon is basing there technology off of:

      http://research.nvidia.com/publication/efficient-sparse-voxel-octrees-analysis-extensions-and-implementatio [nvidia.com]
      http://artis.imag.fr/Publications/2009/CNLE09/ [artis.imag.fr]

      Here's video from 2009 which looks better than Euclideon's videos: http://www.youtube.com/watch?v=HScYuRhgEJw [youtube.com]

      They might also be using other people's source code (legally though, it's released under the Apache license): http://code.google.com/p/efficient-sparse-voxel-octrees/ [google.com]

      Furthermore, it's not "unlimited detail", you will always have a limited amount of RAM and disk space, therefore you have limits to your detail, even with procedural content generation. But your effective compression rate is 1-bit per voxel, so 20 billion voxels = 2.5GB, so you need to utilize dynamic content streaming from disk to the GPU.

    4. Re:I call bullshit by RingDev · · Score: 1

      You should look into the underlying engine. The reason that they call it 'unlimited' is because the performance is based on a search engine that only has to be executed once per pixel instead of the more traditional for each poligon. With traditional engines, the more poligons, the more performance suffers, with the Unlimited engine, adding more points has a negligable effect on performance, adding higher resolution on the other hand, has a significant impact.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    5. Re:I call bullshit by Suiggy · · Score: 1

      You still run into the same problem as you increase the resolution of your voxel octrees, thus increasing the depth of your octrees or spatial lookup structures, which requires that you need to recurse an more levels as you perform a spatial query, although it scales logarithmically instead of linearly. Still no reason to call it "unlimited."

    6. Re:I call bullshit by nine-times · · Score: 1

      2) License that shit to a company in the industry.

      To be fair, sometimes the route to such licensing is to release an announcement and demo showcasing the technology in order to attract interested parties.

      I agree, though, with the "put up or shut up" mentality. I've seen enough vaporware over the years that I don't pay any attention to these things until there's an actual product.

    7. Re:I call bullshit by Rockoon · · Score: 1
      O(Log N)

      With an N of any meaningful size (say 100000) then adding 1 more to N is so close to free that it might as well be free. Right?

      We have to square N to double the runtime, and then square it again to double it again. 2^8 becomes 2^16 becomes 2^32 becomes 2^64.

      If you can do 2**8 items in real-time today, then in ~5 years you can do 2**64 items in real-time on the newer hardware. Thats why O(Log N) is fucking unlimited.

      Still no reason to call it "unlimited."

      Its because beyond a certain size of N, any increase in N that does not already hit non-computational constraints (memory limits, the word size of the architecture, etc) becomes essentially free from a computational perspective. When doubling N from 1 Billion to 2 Billion items only increases the workload by 3.33%.. THATS FUCKING UNLIMITED

      --
      "His name was James Damore."
  16. Other voxel engine by binkzz · · Score: 4, Interesting

    This russian guy made his own voxel engine as well, which I believe is hardware accelerated and also pretty impressive: http://www.atomontage.com/

    --
    'For we walk by faith, not by sight.' II Corinthians 5:7
    1. Re:Other voxel engine by Tom · · Score: 1

      mod parent up. That one is highly impressive.

      --
      Assorted stuff I do sometimes: Lemuria.org
  17. worst press release evar. by Anonymous Coward · · Score: 1

    from the ceo's linked in profile -

    Alternative to polygon system
    The Unlimited Detail system consists of a compiler that takes point cloud data and converts it in to a compressed format, the engine is then capable of accessing this data in such a way that it only accesses the pixels needed on screen and ignores the others generating real-time graphics that look like unlimited polygons. it is also the best available way of displaying laser scanned environments, they can be of unlimited size and this will not slow down the system.

    Point clouds to compressed data with an access engine could potentially give some interesting results. Not sure what will be 100,000 times better though.

  18. Just advanced level of detail rendering? by Doppler00 · · Score: 1

    So did they just essentially develop a super intelligent LOD loading system that uses procedural instancing? I'm pretty sure you could put together similarly impressive demos using the latest tricks from Nvidia and ATI using standard polygon rendering. The fact they are using points vs. polygons isn't that interesting to me.

    What is fundamentally missing here? Animation, lighting and shadows. Those are going to be really hard problems to solve and I'm curious how they will go about it.

    Also, it's not "infinite" detail. There is going to be a fundamental limit in regards to CPU memory or GPU memory. You can only store so much "detail" at the various detail levels in the different stages of memory. As soon as it has to dynamically load an entire detailed world that doesn't include just 20 instanced models, but more like 10,000, than I'm sure it will run a lot slower.

    However... I am excited for this. DDR3 is getting dirt cheap, if they could make a game that actually used all 8GB of my memory I'd be impressed.

    1. Re:Just advanced level of detail rendering? by lance_of_the_apes · · Score: 1

      According to the YouTube page, they have improved lighting and shadows and animation. It's hard to tell how it is supposed to work, but I'm sure the details are randomly generated somehow. Otherwise, as you said, the memory would get used up rather quickly.

    2. Re:Just advanced level of detail rendering? by Tom · · Score: 1

      Actually, 64 voxels per square millimeter is "unlimited" for all practical purposes. If you can simulate a world to the limit of what the eye can see, you're done.

      If they do indeed do anything procedural (but there's not hint that they do), then a simple fractal will take care of actual unlimited detail.

      (and yes, /., I can type the above in a minute or less. can I please get a "knows how to use a keyboard" mode???)

      --
      Assorted stuff I do sometimes: Lemuria.org
    3. Re:Just advanced level of detail rendering? by Lord+Lode · · Score: 1

      I love the detail of the models in the demos. I'd love to see games without the polygonal trees and such shown in the video. But I agree the lighting of their demos could use some serious work. It's as if there's a uniform light source shining from all directions at once in their palm tree world. There are a few shadows in their demo, but the contrast is way too low.

      I'd love to see the combination of good lighting, and this non polygonal world.

    4. Re:Just advanced level of detail rendering? by RingDev · · Score: 1

      Think of it this way, a model is made up of a whole lot of points, billions of them even. This engine takes on pixel of the output and searches for which points will fill it. Imagine the whole world as points (not polygons) in a giant cube. The pixel is actually 1 point with an contracting square extrude coming out of it. The engine starts close and works further and further away until the entire pixel is filled with points. The resulting image is then compressed back down to 1 pixel and sent for output as the next pixel search fires.

      By it's very nature, the further away something is, the less points it will have in the pixel box, the closer, the more points. It isn't a mater of switching data sets or LOD models, it's just a natural result of how the search engine works.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    5. Re:Just advanced level of detail rendering? by mikael · · Score: 1

      A rough estimate of human vision is 10,000 pixels by 10,000 pixels (going by 100 million receptors in each eye). Most of the detail and colour is perceived in the central area (fovea). Project that resolution in a 120 degree field-of-view and you would get the required resolution. All the high detail would be close up to the observer, while the low detail would be used for distant objects. If everything were constructed out of voxel tiles (ground, air, clouds,trees), like the old platform games, then it would be fairly simply to compress everything.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  19. Oh, boy! by DJHeRobotExVV · · Score: 1

    Euclidean, where modern graphics technology dead-ended in a universe where Jim Blinn developed the only shading model in existence!

  20. Will this start the old discussion? by Robert+Zenz · · Score: 2

    I see this as the equivalent of FLAC vs MP3 - yeah, sure it's definitely contains more information but at the cost of storage size and, in the end, 99% of people won't actually care.

    But FLAC sounds so much better then 512Kib/s mp3 with my $ 15 headphones and on-board soundcard!

  21. I Agree With Carmack by mentil · · Score: 1

    It'll take a while for this tech to get turned into an engine with animation/shading/lighting working, and no game developer will touch it until that happens. Euclideon had the right idea making a converter to turn polygonal models into voxel models, since noone was going to dedicate the money to create high-quality voxel assets that couldn't be used if they decided to scrap the tech and use a normal polygon engine. This tech is risky, so the first game to use it is likely going to be a cheaply-made game, possibly by the company itself a la Serious Sam.

    The big problem is speed, right now it's completely CPU dependent. I'm unsure how parallelizable it is, but CPUs aren't increasing in speed as quickly as GPUs are. Perhaps some GPGPU code would help? Barring that, a board with dedicated hardware a la the PhysX board might make this feasible.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    1. Re:I Agree With Carmack by Tom · · Score: 1

      It'll take a while for this tech to get turned into an engine with animation/shading/lighting working, and no game developer will touch it until that happens.

      That's also my highest doubts. How does the system handle animations at all? The demos they have shown so far have no movement aside from the camera.

      I am very, very much looking forward to this. I can barely imagine the amount of creative potential being freed up if for most real-life objects you don't need hours of artist time anymore, but simply throw them into a laser scanner and be done with it. Your artists could focus on other things.

      But I'd very much like to know what the shortcomings and limitations are.

      --
      Assorted stuff I do sometimes: Lemuria.org
  22. Re:Err by wierd_w · · Score: 1

    It could be point data, rendered through a subpixel renderer.

    Instead of 3d voxels in the traditional sense, it would be 1d points in 3d space, with luminance, specularity, and fuzziness variables assigned. After that it is just lighting and pixel shading, which would be embarrassingly parallel. You would render the scene as a 2d canvas that fills the whole viewport.

    LOD would be based on the available viewport resolution.

  23. HD version of the YouTube video by TheCyberShadow · · Score: 1

    Looks like the video was reuploaded in 1080p today:

    http://www.youtube.com/watch?v=00gAbgBu8R4

  24. What they probably do by should_be_linear · · Score: 1

    Here is what I think they probably do, similar to raytracing: They fire one "photon" from eachone pixel of screen into the scene. As oposed to raytracing, this photon is never divided to multiple copies, it travels until it reaches something. Photon is traveling through the scene by adding X,Y,Z from pre-calculated table, until it reaches box with something in it, then it halves step for x,y,z, looking for even smaller boxes etc. until box is so small it represents one pixel, OR photon is outside the box (object missed) and step is doubled again. I had this idea before and yes, that would be pretty much enable "unlimited graphics" but there is major problem I see here: graphics are static! How they want to make something move? That would mean moving gigabytes of data around, which makes original problem come from other side. For example, realistic waves on the sea are simple using traditional graphics, here it is impossible. Maybe they will be able to use this for "static" scene and transfer it to Z-buffer, than paint moving parts using traditional OpenGL. In modern games, however, there are lots of moving animated stuff, so what you get is, basically, that you can improve quality of background using this technique and add saved polygons to animated stuff. GPU is definitely still needed, with same performance as before.

    --
    839*929
    1. Re:What they probably do by snowgirl · · Score: 1

      The idea you've had is the standard traversal of an octree. Congratulations on reinventing a standard tool in CGI. :-)

      Yet another person falls to Saunt Lora's Proposition.

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    2. Re:What they probably do by dutchwhizzman · · Score: 1

      I think their smarts are in modeling the environment data such, that they don't have to move gigabytes around for every image. Also, as they claim in TFA, they have a very limited "shade" model. They probably cut a lot of corners when it comes to reflectiveness and secondary light sources and all that.

      --
      I was promised a flying car. Where is my flying car?
  25. Re:Maybe by Ceriel+Nosforit · · Score: 1

    nVidia and AMD are currently looking at real-time ray tracing, because that's where intel is going and they have to compete. There is also CUDA and OpenCL, and the next stepping for GPUs is almost half of the current. (meaning performance/cost ~doubles) Anandtech says AMD promises a 22nm card this year still. GPUs are no longer toys; they are a form-factor for supercomputers.

    I don't think for example caustics would work very well with voxels, but a hybrid solution would perhaps be ideal, where you could have voxels alongside normal polygons. This does however mean that these guys would have to sell their software as an addition to some Id/cry/UDK etc. engine which is much less glamorous than revolutionizing computer game graphics. They appear to enjoy the attention a little too much for their own good.

    --
    All rites reversed 2010
  26. Very Skeptical by GoodnaGuy · · Score: 1

    I actually had a jon interview with these people a few months back. It was the shortest interview I ever had. They are based on an industrial estate near the south end of the gateway bridge in Brisbane. There offices are quite small.. When I visited there were only one or two people there. Sadly they gave no clues as to how there technology works, all I can say is its something involving octrees and voxels. This area has been covered by a lot of people before. They seem to think they have developed the technolgy to the extent that the rendering time is only dependant upon the screen resolution, no matter what the detail in the scene. The main thing that makes me skeptical is that they are getting there money from a government department set up to encourage technology and past experience tells me that these sort of people arent really at judging the viability of things high tech things. If there technology was that good they would have investors cueing up round the block. Reminds me a bit of a TV show I saw years ago about a guy in California who said he had made a car run on water. I wanted to believe that was true, being only young and foolish. Obviously nothing came of that or we would all be driving them now. Anyway, back to the interview. They never got back to me, despite the fact that the guy seemed keen to get back to me for a second interview. When I finally got back to them they said the job was no longer available. Seemed a bit funny as just after the interview there was an announcement in the press of the winning the grant and they were saying how they were going to expand their team to develop the technology on different platforms. Havent seen any more job opening advertised. As an aside, if you want to see a good demo of voxel technology. Check out the web site of Dennis Bautembach. Hes at Hamburg university in Germany. Hes written some code for animating octrees. You can download demo code to see how it works and hes also written a paper about it. So good on him for developing it and sharing it with the rest of us. The link is http://bautembach.de/wordpress/?page_id=7

  27. Re:Summary by lattyware · · Score: 1

    They have claimed they can make animation work - although how well is another question. As to lighting, right at the end, they showed a far improved lighting setup they claim to have just got working.

    --
    -- Lattyware (www.lattyware.co.uk)
  28. Procedurally generated by fireylord · · Score: 1

    That's the answer to that part of the equation. See minecraft.

    1. Re:Procedurally generated by bky1701 · · Score: 1

      That doesn't solve saved games. People won't like having to get an extra had drive to back up their save, nor will they like loading screens that take hours.

    2. Re:Procedurally generated by nschubach · · Score: 1

      How is that different from today? Look at Red Faction for instance. They don't save all the building's you've destroyed and the positions/orientation of all the stray pieces You wouldn't do it with this tech either. (This is mainly why I don't see this technology changing much about gaming except maybe the look.)

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  29. relax guys by sluggie · · Score: 1

    We've had this discussion some time ago.. and from what I remember it came out that the procedural creation of "atoms" is kinda powerful and scalable, but will inherently not allow any kind of collision detection and/or animation.

    so basically, yes, this can be used to create a very detailed static world.

  30. 2 Million AUD$ by aaaaaaargh! · · Score: 1

    First of all, I have nothing against the government spending money on computer game graphics engines, in fact I think such money is wisely spent (more wisely than most defense projects, at least). However, out of sheer curiosity I'd like to know how a small software company can get 2 million AUD$ government funding?

  31. There's no magic behind "UNLIMITED DETAIL" by Suiggy · · Score: 1

    Euclideon is unjustly taking credit for other people's hard work. They say they've invented the methods and algorithms behind it all, well that's just pure fantasy. Here's what Euclideon is basing there technology off of:

    http://research.nvidia.com/publication/efficient-sparse-voxel-octrees-analysis-extensions-and-implementatio
    http://artis.imag.fr/Publications/2009/CNLE09/

    Here's video from 2009 which looks better than Euclideon's videos: http://www.youtube.com/watch?v=HScYuRhgEJw

    They might also be using other people's source code (legally though, it's released under the Apache license): http://code.google.com/p/efficient-sparse-voxel-octrees/

    Furthermore, it's not "unlimited detail", you will always have a limited amount of RAM and disk space, therefore you have limits to your detail, even with procedural content generation.

    Stop virally spreading this video, you're only helping Euclideon profit from more page views and attention.

    1. Re:There's no magic behind "UNLIMITED DETAIL" by Suiggy · · Score: 1

      Sorry, that first URL is missing a character at the end, it should be: http://research.nvidia.com/publication/efficient-sparse-voxel-octrees-analysis-extensions-and-implementation

  32. Interesting, but, by sarlaque · · Score: 1

    Actually, I've been working on a similar technology for quite some time: http://drastic.net/sarlac/qgi/

  33. Novalogic voxel games older than you think by maroberts · · Score: 1

    Comanche: Maximum Overkill and Werewolf v Commanche (1992 or so)

    --

    Donte Alistair Anderson Roberts - hi son!
    Karma: Chameleon

  34. Interlacing? by Lupu · · Score: 1

    As many readers have pointed out, the article is light on technical details. Based on the demonstration video on the article, it looks to me like they've come up with an algorithm to interlace models -- that is, to load and process 3D models in non-linear order. If that's the case, they could be producing simplified objects(with only enough polygons to render a pixel perfect image with a given resolution and viewing distance) from incredibly detailed models on the fly.

    At 5:07 into the video is a demonstration of how games would typically show a simpler version of an object from far away and switch into a higher detailed version once the object comes closer. Their algorithm could be producing these dumbed down models on the fly, just not limited to two levels of detail but countless different variations.

    The reason I called this interlacing is because it reminds me of how web sites with JPEG images would load over a slow dial-up modem back in the day. At first a blurry or pixelized version of the image was portrayed, and once the rest of the image was loaded (much later) the image had arrived at its full quality.

  35. Re:Static content only by Suiggy · · Score: 1

    Correct, but they actually use ray-casting, not ray-tracing. Ray-casting only involves a single ray collision test and sample per pixel, and then you need to use an alternative means to compute lighting, such as a deferred shading and lighting compositor. Full ray-tracing doesn't scale well for real-time graphics in shared memory systems due to memory access patterns involved. Intel has some demos with some simple car models doing full recursive ray-tracing, but it only runs at a few FPS even on 64 cores.

  36. Storage Concerns by dmhummel · · Score: 1

    I don't know much about the rendering process, but the amount of data that would need to stored and eventually loaded for that island demo is ridiculous. 21 trillion atoms with 3d coordinates stored with a 32 bit resolution would require 201.6 TB . 64 bit resolution would probably be required for the immense scale and minute detail, putting us at 403.2 TB. Now of course some of the data is repeated models and maybe it is procedurally generated but you are still going to be dealing with models requiring enormous amounts of data to be loaded into memory at some point. Did they invent a new affordable high performance storage solution?

    1. Re:Storage Concerns by seyfarth · · Score: 1

      This was first thought too. I look forward to the day when you can download such games over the Internet. 200-400TB would take a long time to download on my DSL link. Downloads would have to be restartable since my DSL gives up the ghost whenever the weather report mentions rain.

      I also question how well a PC or game console could manage that much space. I suppose it will be a 1000TB solid state disk. I hope I live long enough to see such games on $200 game systems downloading needed data at 1TB per second. After they finish this project they need to tackle cancer.

      --
      Ray Seyfarth, ray.seyfarth@gmail.com, http://rayseyfarth.blogspot.com
    2. Re:Storage Concerns by gmueckl · · Score: 1

      These storage problems have been solved cleverly about 10 years ago - see QSplat. I don't recall the details and I'm too lazy to reread the paper right now, but they did a very clever job at removing redundant information from the data while organizing it hierarchically. The added bonus is that the same weird data structure helps making the rendering really really fast.

      The downside is that it requires a lot of precomputation and some rendering problems with point clouds have not been solved to my knowledge, including antialiasing and texture interpolation.

      --
      http://www.moonlight3d.eu/
  37. Re:Summary by RingDev · · Score: 1

    Remember, they only need to search a point cloud once for each pixel on the screen. The volume of points in the cloud has a much lesser effect on their performance than the number of pixels on the screen. So they can probably run a 640x480 output on a fairly low end machine. Yeah, running a 3-1040p monitor set up would probably require some amazing hardware, but for us mere mortals, I don't think that's quite as much of a concern.

    AMD would be nice, but honestly, Google would be the best to have a hack at it. The entire engine is based on a search engine on a massive library of points. If any company has expertise in managed huge volumes of data, and searching it at blistering speeds, it's Google.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  38. What about physics by naranek · · Score: 1

    If this is in fact real, I'd be very interested in what kind of implementations this would have when combined with a physics engine. I'd imagine an "atom" cloud would be easier to make flexible than the current polygon models. It might also help in more realistic destruction of models, if you could model the inside of an object as well as the surface (solid instead of surface modeling), and have it break at arbitrary positions.

    --
    Only dumb birds land downwind.
  39. Remember the first time you saw "DOOM"? by Delgul · · Score: 1

    I see a lot of very skeptic responses and I must admit I am a bit too. But then I thought back to the first time I saw "Doom" on a 486 and almost had my eyes fall out. It was just such a big step... I could have imagined it. All it took was someone with a very bright idea. Perhaps we might be in for a similar surprise...

    1. Re:Remember the first time you saw "DOOM"? by daid303 · · Score: 1

      When I saw doom, I could play doom. When I saw this, over a year ago, I had no possibility to run it on my machine. A year later I still see the same thing. It's like DNF until it delivers.

    2. Re:Remember the first time you saw "DOOM"? by snemarch · · Score: 1

      When we first saw Doom, we could run doom.

      There was hype, but none of those really ludicrous claims that Euclideon are bringing. Furthermore, Doom had better lighting and it had animation. Oh, and the finite data didn't take up an insane amount of storage :)

      I'm not saying the engine is a hoax, in fact I believe it to be very real. But until we see proper shading, animation and physics, it's utterly boring. Also, I'd like to hear Euclideon speak a bit about the size of data-on-disk. That is, when used for something interesting, and not their current boring "let's just instantiate the same objects a zillion times" map. Infinite quality, they say... infinite storage capability too?

      --
      Coffee-driven development.
    3. Re:Remember the first time you saw "DOOM"? by ErikZ · · Score: 1

      You mean like "Myst"?

      When they're done, we can figure out what kind of games or software can be made with it.

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
    4. Re:Remember the first time you saw "DOOM"? by snemarch · · Score: 1

      Myst was large for it's time, but if this "infinite" engine was to be used for something that doesn't just instantiate the same objects over and over, how much storage would it require? Good luck distributing even 1TB of map data... which probably wouldn't amount to all that much. But hey, we'll see - until the Euclideon publishes something substantial, all we can do is educated guesses.

      And since it's been a year since they last uttered anything and they still aren't showcasing animations or decent lighting, well, my guess is that this won't amount to anything. Remember when The Next Big Thing was raytracing? Where are those game engines?

      --
      Coffee-driven development.
  40. Storage capacity by gman003 · · Score: 1

    Towards the end of their video, they talk about a demo of an island using 21 billion points. Which is pretty much impossible to keep in RAM on anything less than a minicomputer.

    Let's assume that each point is storing the bare minimum of data needed - xyz position (each as 32-bit ints) and two pieces of color information (diffuse and specular, also 32 bits a piece). So that's 20 bytes of data per point, which comes out to be 391GB of data (for a static, unanimated mesh, I remind you). You can't store that in RAM on anything even remotely consumer-grade. That's even a lot of data for storage on-disk - I have yet to see a released game take up more tha 20 or 30GB.

    Even compression won't get you too far. Lossless compression can pack things down to ~20% their original size - in this case, 71GB. Lossy compression might be used (it's image data, after all), which can often bring things down to ~5% their original size without significant loss of quality. In this case, 5% would be 19GB. Now we're in the level of being able to store one level on-disk, but RAM is still out. So some sort of streaming system is necessary, and getting that right usually takes a genius programmer. Carmack might be able to make it run on modern tech, but I would bet against some random newcomers, especially if they don't show any details.

    In any case, they seem ignorant of the fundamental economics of gaming. In the old days, you could make a game with just one artist on the team, because they were making very low-detail sprites. As we moved into 3D, this grew to 3-10 artists making low-poly models. And it kept growing - by now, an AAA game will need several dozen artists to make something that looks HD. If you move further, into the level of detail these guys are claiming, you're going to need a LOT more. Making a game using this type of system would require HUNDREDS of artists. Which, of course, would make games even more expensive - anybody up for a $500 game? I don't think so.

    1. Re:Storage capacity by Viewsonic · · Score: 1

      I don't think you understand how they're rendering this. The island may have 200 billion points, but they only need to display 786432 pixels if you're at 1024x768 resolution. What they are saying is that they have a super fast algorithm that can render each pixel of your resolution incredibly fast. They aren't doing typical 3D camera looking at object rendering at all. They are saying what pixel goes at 1,1 then what pixel goes at 2,1 and so one until they get to pixel 1024,768. By having point data for everything, they don't need to calculate distance or perspective, it already exists, they just need to know the color of the pixel.

      At least, that was my understanding of it.

    2. Re:Storage capacity by gman003 · · Score: 1

      Yeah, I think you're the one not understanding this. The system you describe is quite simply impossible - to use a car analogy, it's like an invention to eliminate emissions by amputating the entire engine. The closest I can think of to your description is screenspace ray-tracing, which isn't "fast" by ANYONE'S definition.

    3. Re:Storage capacity by Wescotte · · Score: 1

      You don't need xyz information. The objects data is in a tree structure. The root has some XYZ position and everything else is relative to it. It's organized in a fashion where each level of the tree contains more fine detail. So you can calculate when the detail is smaller than a pixel and stop rendering. Chance are you never need to store the entire object in memory unless you have a very high resolution display.

      This engine supposedly doesn't use voxels but I suspect it's something very similar. Check out these videos for a better explanation

      http://www.youtube.com/watch?v=gNZtx3ijjpo

  41. Used in the Phantom by entropi · · Score: 1

    I'm pretty sure this is the graphics system the Phantom console is going to use.

  42. Re:Summary by Half-pint+HAL · · Score: 1

    Remember, they only need to search a point cloud once for each pixel on the screen. The volume of points in the cloud has a much lesser effect on their performance than the number of pixels on the screen.

    There's still an awful lot of antialiasing to be done, though, or you're going to end up with a lot of artifacts. Look at the quality of some early digital transfers -- eg in the remastered Star Wars trilogy, where stars would appear, disappear, get bigger and get smaller when the camera panned through space. Supersampling a point cloud could get very messy, particularly if you're populating the world with thin objects (eg vines).

    --
    Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  43. zombo by aahpandasrun · · Score: 1

    The infinite is possible with zombo.com! err unlimited detail

  44. Re:Summary by RingDev · · Score: 1

    Again, I'd say that they have a HUGE advantage over traditional anti-aliasing. Instead of having to do edge detection along polygons, or per-pixel antialiasing that blurs non-edge lines, they can get the performance of per-pixel antialiasing with the strength of polygon pixel shading.

    Think about projecting and shrinking extruding square through space, each point that square passes can be considered for transparency and antialiasing, especially if you oversize the square slightly for the pixel to pick up neighboring particles for cross-pixel antialiasing. And at that point you're talking about blending a handful of points, that you would already have to do to account for partial pixel covering by points.

    Effectively, a single pass anti-alias must be part of the basic engine. Beefing it up to a multipass anti-alias engine would increase the workload, but depending on how they search/load/cache results, it might not be all that significant. In any case, it's very likely to not be as intense of process as current polygon, or edge antialiasing, and it should produce a more accurate blend than screen antialiasing.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  45. "repetitive graphics" by Lazy+Jones · · Score: 1

    If said island is comprised of a few objects that are repeated over and over again (looks like it), keeping the data in memory is easy... Data structures can have shared nodes etc.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  46. thought so ... by Lazy+Jones · · Score: 1

    ... but I'm still waiting for something to follow up on the nVidia tech demo. My guess is that current games are using far too many effects specifically designed to use current hardware that cannot be easily implemented using voxels. Also, I haven't seen much info regarding animated scenes with sparse voxel octrees and I can't think of a straightforward way to do this ... Here's a youtube video with some info though: animated sparse voxel octrees.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  47. Investments? by denshao2 · · Score: 1

    "It's not clear what exactly is getting multiplied"

  48. RSS Feed? by LifesABeach · · Score: 1

    Their web site had no RSS feed, WUWT?

  49. micropolygon or REYES by slew · · Score: 1

    This is most likely marketing speak for some sort of micropolygons or REYES algorithm
    (basically atoms ~ micropolygon, flat-panels" ~ tessalated tri-strips)

  50. It's a scam by argStyopa · · Score: 1

    http://notch.tumblr.com/post/8386977075/its-a-scam

    "It's a scam!

    Perhaps you've seen the videos about some groundbreaking "unlimited detail" rendering technology? If not, check it out here, then get back to this post: http://www.youtube.com/watch?v=00gAbgBu8R4
    Well, it is a scam.
    They made a voxel renderer, probably based on sparse voxel octrees. That's cool and all, but.. To quote the video, the island in the video is one km^2. Let's assume a modest island height of just eight meters, and we end up with 0.008 km^3. At 64 atoms per cubic millimeter (four per millimeter), that is a total of 512 000 000 000 000 000 atoms. If each voxel is made up of one byte of data, that is a total of 512 petabytes of information, or about 170 000 three-terrabyte harddrives full of information. In reality, you will need way more than just one byte of data per voxel to do colors and lighting, and the island is probably way taller than just eight meters, so that estimate is very optimistic.

    So obviously, it's not made up of that many unique voxels.
    In the video, you can make up loads of repeated structured, all roughly the same size. Sparse voxel octrees work great for this, as you don't need to have unique data in each leaf node, but can reference the same data repeatedly (at fixed intervals) with great speed and memory efficiency. This explains how they can have that much data, but it also shows one of the biggest weaknesses of their engine.
    Another weakness is that voxels are horrible for doing animation, because there is no current fast algorithms for deforming a voxel cloud based on a skeletal mesh, and if you do keyframe animation, you end up with a LOT of data. It's possible to rotate, scale and translate individual chunks of voxel data to do simple animation (imagine one chunk for the upper arm, one for the lower, one for the torso, and so on), but it's not going to look as nice as polygon based animated characters do.
    It's a very pretty and very impressive piece of technology, but they're carefully avoiding to mention any of the drawbacks, and they're pretending like what they're doing is something new and impressive. In reality, it's been done several times before.
    There's the very impressive looking Atomontage Engine: http://www.youtube.com/watch?v=Gshc8GMTa1Y
    Ken Silverman (the guy who wrote the Build engine, used in Duke Nukem 3D) has been working on a voxel engine called Voxlap, which is the basis for Voxelstein 3d: http://www.youtube.com/watch?v=oB1eMC9Jdsw
    And there's more: http://www.youtube.com/watch?v=xUe4ofdz5oI http://www.youtube.com/watch?v=lEHIUC4LNFE http://www.youtube.com/watch?v=Zl9CiGJiZuc
    They're hyping this as something new and revolutionary because they want funding. It's a scam. Donâ(TM)t get excited."

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    -Styopa
  51. Notch's word on this by dr_blurb · · Score: 1

    Check out Notch's (the creator of Minecraft) opinion on this:

    http://notch.tumblr.com/post/8386977075/its-a-scam/

    Bottom line: it's a scam.

  52. We used to have those y'know. by guruevi · · Score: 1

    They were called 'sprites' and required quite some work to have a lot of detail and a lot of detail required a lot of power to process even for simple modifications like lifting an arm and interpolating everything in between. In 3D space we call them voxels and recently some GPGPU's can work quite fast with them.

    However on a standard (16-core, 8GB) computer rendering and tracing the collision, activation and interaction of specific voxels onto other voxels for about 5 movies of 100s (2048x2048) takes about 2 weeks of user interaction and 2 days of rendering. Yes, this is for scientific purposes where you do want that type of detail but imagine making even the simplest humanoid interpretation in a game (even just an outer shell) where specific voxels can be modified by incoming clusters of voxels (eg. a bullet) - this would require months of programmer and designer work if it can even be rendered in real time.

    --
    Custom electronics and digital signage for your business: www.evcircuits.com
  53. While nice... by Roogna · · Score: 1

    Voxel based rendering, which is all this is effectively, is hardly new. In fact I remember games from the early 90s that shipped using Voxel based rendering. There's just simply limitations around the technology. There's limitations around polygonal renderers as well. Right now polygonal gets more bang for the buck basically. To really take advantage of voxels would at a minimum require either generating your entire world procedurally (works for some games, not all), limiting the size of your world (compression of data only gets so effective), or having massive amounts of storage (we're getting there).

    Honestly I'd go so far as to say that there's very little "new" possible in 3D rendering technologies. Optimizations happen, silicon gets faster (mostly because silicon continues to get smaller, so they get to add more parallelization in the same space), but I'd say while the processing speed continues to make previous impractical methods useable, it's not really creating anything new. At some point we'll very likely end up with real time raytracing/radiosity of solids based data. Not just portions of it, or single passes. Even before then we will continue to see mixtures of techniques. But all the marketing videos in the world doesn't really make something new.

  54. Yeah, and I am a Show Pony by uninformedLuddite · · Score: 1

    ^^^^^^^^^^^^^^ Fixed that for you

    --
    The new right fascists are bilingual. They speak English and Bullshit.