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The future of graphics in games - Page 16

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dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 03 2011 18:50 GMT
#301
Euclideon's CEO responds to the scam accusations on Kotaku unfortunately.
http://www.kotaku.com.au/2011/08/infinite-detail-and-euclideon-the-elephants-in-the-room/
Yesterday we posted a video from Euclideon – a Australian company that claims it can revolutionise video game graphics, increasing visual fidelity by 100,000. This morning we spoke to Euclideon’s CEO Bruce Dell – the man Markus Persson calls a “Snake Oil Salesman” – to ask a few questions regarding Euclideon’s ‘Infinite Detail’ technology
“I think what I would like to make clear is that this is not the finished product,” says Bruce Dell, CEO of Euclideon. “We feel like a mother who put cookies in the oven, and now everyone is surrounding the oven chanting ‘are they ready yet? Are they ready yet?’

“Give us time and the cookies will taste just fine!”

Instantly we recognise the voice — it’s the voice from that video. The voice that claimed Euclideon could revolutionise video game graphics, the voice that claimed a new technology called ‘Infinite Detail’ could increase visual fidelity by a factor of 100,000. The man Markus ‘Notch’ Persson, the creator of Minecraft, openly called a “Snake Oil Salesman”.

It’s 9am in Brisbane, and we’ve just woken said Snake Oil Salesman up.

“No! No, this isn’t a hoax,” Bruce Dell laughs, in response to our first, obvious question. “If this was a hoax then we’ve convinced the Australian government it was a hoax. We’ve convinced our board of directors and investors it’s a hoax!
“We have a government grant – so no, it is not a hoax! We have real time demonstrations.”

The response to Euclideon’s demonstration video, which we posted yesterday was instantaneous and fairly mixed. Some were cynical, some called it a hoax, others were more receptive – but it was hardly a convincing demonstration. Markus Persson, writing on his own personal blog, was perhaps the most scathing in his criticism.

“They’re hyping this as something new and revolutionary because they want funding,” wrote Persson. “It’s a scam.”

But if it’s a scam, then the Australian Government is the mark, having invested 2 million dollars into Euclideon and its technology.


LOOKING FOR SNOW WHITE
We asked Bruce to explain the technology and how it worked.

“Well, basically anyone who is technical is going to say you can’t run that many polygons,” he began, “but in the past we were trying to explain it in simple terms so people could understand.

“A good analogy would be this: imagine you go to a library to find a book — say… Snow White. Imagine you go to a library and those books aren’t on the shelf; they’re all lying on the ground. At the moment systems that run point cloud data are doing that, they’re putting every point on the screen and there is no order to it. Now imagine you go to a library and all the books are on the shelf and in order – you go to the ‘S’ Section, then look for ‘SNO’ and it isn’t long before you’ve found the book you need.

“One system is looking at thousands of books,” he continues, “and the other system is looking at ten labels. That’s the basis of a search algorithm like Google or Yahoo – they sort through all the knowledge in the world really quickly because it’s categorised.
“We made a search algorithm, but it’s a search algorithm that that finds points, so it can quickly grab just one atom for every point on the screen.”

According to Bruce Dell, it’s all about efficiency.

“So think about the difference,” he says. “If you had all of the points you are seeing on the screen, like in our demo, it’s going to take forever. You’ll be waiting for a long time. But if you’re grabbing only one for every pixel on the screen, then you don’t have a trillion dots, you have… well, pick a resolution and do the maths!

“That’s the difference. In layman’s terms that’s how we’re doing what we’re doing. The workload is so small that at the moment we’re running software just fine with real time demonstrations and we’re still optimising, because we keep finding more efficient ways to do this.”

That appears to be all well and good, but most criticism from the games industry has come from the detail Euclideon has been a little more coy on: animation, physics …

“[V]oxels are horrible for doing animation,” wrote Markus Persson in his aforementioned blog, “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.”

According to Bruce Dell, the reason no animations have been shown is simple – Infinite Detail is still a work in progress.

“We have animation,” claims Bruce, confidently. “We’re certainly going to do a lot more work in that area. I have faith that you’ll find our animation quite satisfactory, but we have no intention of releasing anything in that department until it looks absolutely 100% because if we release it now, I assure you that no-one will take it as ‘that’s where we’re up to and we’re still working on it’, they’ll just scream ‘it’s not perfect yet! They can’t make it perfect! This can’t compare to polygons!’”

THE EMPIRE STRIKES BACK
We spoke to an Australian physics engine developer with experience of Bruce Dell and Euclideon. His company dealt with Bruce Dell years ago, when Euclideon was seeking funding for the Infinite Detail project. Said company declined to fund the project, citing issues with memory management, particularly when it came to animations.

According to him any live demonstrations given by Euclideon featured poor art and assets, so it was difficult to gauge precisely how hardware intensive Infinite Detail actually was.

The developer in question asked not to be named, but his primary concern wasn’t with the ‘Infinite Detail’ tech itself, which he claimed could work with adjustments – the issue was the toolset and the investments required to move an entire industry across to a new standard. Currently every game developer in the world is using tools dedicated to polygons – convincing an entire industry to toss years of investment and research would be a difficult task indeed, especially with an unproven technology.

Bruce Dell disagrees with that assertion.

“I see comments from people saying the games industry will never use this,” he begins. “Well, this industry isn’t quite so old and stubborn. The games industry is actually quite open and we’re in contact with quite a lot of players in that industry.”
According to Bruce, the sheer efficiency of his technology will win developers over.

“The present polygon system has got quite a few problems, but not in terms of graphics. Polygons are not really scalable between platforms – if I were to make a character on a PlayStation 3, I can’t put him on the Nintendo Wii because he uses too many polygons, so I have to completely rebuild him. Imagine we weren’t doing a polygon game, say we were doing a 2D game, if I drew a character on the PlayStation, he’s just a bitmap image – this can easily be rescaled. You could do it in Microsoft Paint! ‘Infinite Detail’ data is like a 2D bitmap image in that rescaling its size is easy, whereas polygons can’t scale like that.
“The big thing is – if you make a game using the present polygon system, you have to rebuild it to rescale it. You don’t have to do that with Unlimited Detail.

“The industry’s response was, basically, what you have is really good, you do not understand that the industry is used to using polygons and our tools are very good. I took a look at those tools and thought yes, they are very good. We want to get things to the stage where the artists don’t have to change anything, just that now they’re using unlimited detail.”

Not all developers have openly dismissed Bruce Dell and his ‘Infinite Detail’ technology, but even the most optimistic have opted for a ‘wait and see’ approach. John Carmack, for example, mentioned Euclideon briefly on his Twitter account claiming that “production issues would be challenging” but wondered if the tech might viable “a couple of years from now”.

Even Bruce Dell himself admits that he needs time. Come back later, he says, perhaps sooner than we think, and we might get the final product.

“Basically we’re in the middle of a trilogy and this is like our Empire Strikes Back,” he explains. “We disappeared for so long that I think everyone thought ‘oh, they’re dead’. So we thought we’ll release a one year report, tell everyone we’re alive and then disappear again.

“The intention is to come out again, once we’ve finished, and then we’ll be releasing real time demonstrations.”

He explains a little more about how their technology works. Take what you want from it, I'm sticking with the wait-and-see philosophy until they start coming out with real time & animated presentations.
Sup.
ilj.psa
Profile Blog Joined December 2007
Peru3081 Posts
August 03 2011 20:18 GMT
#302
with that voice i highly suspect is a troll, but we'll see.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
August 04 2011 07:43 GMT
#303
On August 04 2011 03:50 dudeman001 wrote:
Euclideon's CEO responds to the scam accusations on Kotaku unfortunately.
http://www.kotaku.com.au/2011/08/infinite-detail-and-euclideon-the-elephants-in-the-room/
Show nested quote +
Yesterday we posted a video from Euclideon – a Australian company that claims it can revolutionise video game graphics, increasing visual fidelity by 100,000. This morning we spoke to Euclideon’s CEO Bruce Dell – the man Markus Persson calls a “Snake Oil Salesman” – to ask a few questions regarding Euclideon’s ‘Infinite Detail’ technology
“I think what I would like to make clear is that this is not the finished product,” says Bruce Dell, CEO of Euclideon. “We feel like a mother who put cookies in the oven, and now everyone is surrounding the oven chanting ‘are they ready yet? Are they ready yet?’

“Give us time and the cookies will taste just fine!”

Instantly we recognise the voice — it’s the voice from that video. The voice that claimed Euclideon could revolutionise video game graphics, the voice that claimed a new technology called ‘Infinite Detail’ could increase visual fidelity by a factor of 100,000. The man Markus ‘Notch’ Persson, the creator of Minecraft, openly called a “Snake Oil Salesman”.

It’s 9am in Brisbane, and we’ve just woken said Snake Oil Salesman up.

“No! No, this isn’t a hoax,” Bruce Dell laughs, in response to our first, obvious question. “If this was a hoax then we’ve convinced the Australian government it was a hoax. We’ve convinced our board of directors and investors it’s a hoax!
“We have a government grant – so no, it is not a hoax! We have real time demonstrations.”

The response to Euclideon’s demonstration video, which we posted yesterday was instantaneous and fairly mixed. Some were cynical, some called it a hoax, others were more receptive – but it was hardly a convincing demonstration. Markus Persson, writing on his own personal blog, was perhaps the most scathing in his criticism.

“They’re hyping this as something new and revolutionary because they want funding,” wrote Persson. “It’s a scam.”

But if it’s a scam, then the Australian Government is the mark, having invested 2 million dollars into Euclideon and its technology.


LOOKING FOR SNOW WHITE
We asked Bruce to explain the technology and how it worked.

“Well, basically anyone who is technical is going to say you can’t run that many polygons,” he began, “but in the past we were trying to explain it in simple terms so people could understand.

“A good analogy would be this: imagine you go to a library to find a book — say… Snow White. Imagine you go to a library and those books aren’t on the shelf; they’re all lying on the ground. At the moment systems that run point cloud data are doing that, they’re putting every point on the screen and there is no order to it. Now imagine you go to a library and all the books are on the shelf and in order – you go to the ‘S’ Section, then look for ‘SNO’ and it isn’t long before you’ve found the book you need.

“One system is looking at thousands of books,” he continues, “and the other system is looking at ten labels. That’s the basis of a search algorithm like Google or Yahoo – they sort through all the knowledge in the world really quickly because it’s categorised.
“We made a search algorithm, but it’s a search algorithm that that finds points, so it can quickly grab just one atom for every point on the screen.”

According to Bruce Dell, it’s all about efficiency.

“So think about the difference,” he says. “If you had all of the points you are seeing on the screen, like in our demo, it’s going to take forever. You’ll be waiting for a long time. But if you’re grabbing only one for every pixel on the screen, then you don’t have a trillion dots, you have… well, pick a resolution and do the maths!

“That’s the difference. In layman’s terms that’s how we’re doing what we’re doing. The workload is so small that at the moment we’re running software just fine with real time demonstrations and we’re still optimising, because we keep finding more efficient ways to do this.”

That appears to be all well and good, but most criticism from the games industry has come from the detail Euclideon has been a little more coy on: animation, physics …

“[V]oxels are horrible for doing animation,” wrote Markus Persson in his aforementioned blog, “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.”

According to Bruce Dell, the reason no animations have been shown is simple – Infinite Detail is still a work in progress.

“We have animation,” claims Bruce, confidently. “We’re certainly going to do a lot more work in that area. I have faith that you’ll find our animation quite satisfactory, but we have no intention of releasing anything in that department until it looks absolutely 100% because if we release it now, I assure you that no-one will take it as ‘that’s where we’re up to and we’re still working on it’, they’ll just scream ‘it’s not perfect yet! They can’t make it perfect! This can’t compare to polygons!’”

THE EMPIRE STRIKES BACK
We spoke to an Australian physics engine developer with experience of Bruce Dell and Euclideon. His company dealt with Bruce Dell years ago, when Euclideon was seeking funding for the Infinite Detail project. Said company declined to fund the project, citing issues with memory management, particularly when it came to animations.

According to him any live demonstrations given by Euclideon featured poor art and assets, so it was difficult to gauge precisely how hardware intensive Infinite Detail actually was.

The developer in question asked not to be named, but his primary concern wasn’t with the ‘Infinite Detail’ tech itself, which he claimed could work with adjustments – the issue was the toolset and the investments required to move an entire industry across to a new standard. Currently every game developer in the world is using tools dedicated to polygons – convincing an entire industry to toss years of investment and research would be a difficult task indeed, especially with an unproven technology.

Bruce Dell disagrees with that assertion.

“I see comments from people saying the games industry will never use this,” he begins. “Well, this industry isn’t quite so old and stubborn. The games industry is actually quite open and we’re in contact with quite a lot of players in that industry.”
According to Bruce, the sheer efficiency of his technology will win developers over.

“The present polygon system has got quite a few problems, but not in terms of graphics. Polygons are not really scalable between platforms – if I were to make a character on a PlayStation 3, I can’t put him on the Nintendo Wii because he uses too many polygons, so I have to completely rebuild him. Imagine we weren’t doing a polygon game, say we were doing a 2D game, if I drew a character on the PlayStation, he’s just a bitmap image – this can easily be rescaled. You could do it in Microsoft Paint! ‘Infinite Detail’ data is like a 2D bitmap image in that rescaling its size is easy, whereas polygons can’t scale like that.
“The big thing is – if you make a game using the present polygon system, you have to rebuild it to rescale it. You don’t have to do that with Unlimited Detail.

“The industry’s response was, basically, what you have is really good, you do not understand that the industry is used to using polygons and our tools are very good. I took a look at those tools and thought yes, they are very good. We want to get things to the stage where the artists don’t have to change anything, just that now they’re using unlimited detail.”

Not all developers have openly dismissed Bruce Dell and his ‘Infinite Detail’ technology, but even the most optimistic have opted for a ‘wait and see’ approach. John Carmack, for example, mentioned Euclideon briefly on his Twitter account claiming that “production issues would be challenging” but wondered if the tech might viable “a couple of years from now”.

Even Bruce Dell himself admits that he needs time. Come back later, he says, perhaps sooner than we think, and we might get the final product.

“Basically we’re in the middle of a trilogy and this is like our Empire Strikes Back,” he explains. “We disappeared for so long that I think everyone thought ‘oh, they’re dead’. So we thought we’ll release a one year report, tell everyone we’re alive and then disappear again.

“The intention is to come out again, once we’ve finished, and then we’ll be releasing real time demonstrations.”

He explains a little more about how their technology works. Take what you want from it, I'm sticking with the wait-and-see philosophy until they start coming out with real time & animated presentations.


They asked the "Snake Oil Salesman" if it's a scam and he said no, how suprising :p

Well, i agree with you, wait and see is the best wait to go.
I highly doubt this technology, especially since they only give a basic description but no technical description for those that can actually understand the technology, but maybe they have a big secret that noone else knows.

"Hey, it doesn't have to search, it finds stuff immediatly, no matter how big the dataset is"... uhm... well...
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
August 04 2011 07:56 GMT
#304
Wow, that looked amazing. If all goes as good as I feel it potentially could, this might just be the next gen for gaming. Very impressive indeed...
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2011-08-04 07:58:39
August 04 2011 07:58 GMT
#305
herp might be viable a couple years from now...

You know what also might be viable increased amount of DX11 games featuring tessellation at great levels because the hardware can handle along with common place texture and shading techniques the so call unlimited detail isn't that impressive, esp with the known hardware and animation issues with such a venture. Truth is short of this being amazing beyond belief which it's not the industry isn't going to shift for them to make their product more viable even if it was actually fit with everything needed such as proper animation.
Frigo
Profile Joined August 2009
Hungary1023 Posts
Last Edited: 2011-08-04 11:57:46
August 04 2011 11:55 GMT
#306
Yup, it's sparse voxel octrees.

From http://notch.tumblr.com/post/8386977075/its-a-scam
There’s the very impressive looking Atomontage Engine:


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:


And there’s more:


Every implementation seems to be a memory/hard drive hog. This could be somewhat alleviated with wavelet-based progressive volume data compression as noted in an intel article.
Atomontage engine demonstrates limited deformation in real time, one demonstrates some kind of dynamic lighting and procedural generation. It is also possible to animate them.

This piece of technology has great promise, but it does not mean it completely supersedes current solutions. It has its advantages and disadvantages, and would be best used in conjuction with polygon-based and other kinds of rendering, where those produce suboptimal results. Terrain, plantation, LOD, repetitive scene elements.

It actually would be amazing as the basis of a strategy or role-playing game with user-editable maps and repetitive scenery and objects, using voxels instead of sprites and 3D instead of isometric view.

To quote a youtube comment:
zelexi from

A good question along the same vein which really gets to the heart is, what can I do with SVO that I can't do with polygons?
I think that SVO is a simplifying factor. It solves LOD, streaming texturing, streaming geometry, uv unwrapping, etc... all in *one* single algorithm. A giant hammer of which to make game development easier and higher quality. The erid result of voxels is what many other algorithms struggle for and what voxels achieves relatively effortlessly.


Oh and something related to the thread title
http://www.fimfiction.net/user/Treasure_Chest
ETisME
Profile Blog Joined April 2011
12348 Posts
August 04 2011 14:35 GMT
#307
I honestly think it is just impossible. I don't know a lot about technology but think about the amount of physic that would occur when you do something
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
arthurrr157
Profile Joined November 2010
United States118 Posts
August 04 2011 22:14 GMT
#308
News flash: Graphics will continue to progress in ways you thought impossible until they can progress no further

Similar to this, Steve Moore, founder of Intel, made what's called "Moore's law" that cpu's will have twice the number of transitistors every 6 months or something like that and it has kept true for the best like 10 years.
Diamond 1v1 Zerg
Bodom
Profile Joined May 2011
United States17 Posts
August 11 2011 15:22 GMT
#309
[H]ardOCP did a follow up with Euclideon's founder and lead engineer Bruce Dell, also the voice on the original video.
Euclideon follow-up
Mafs
Profile Joined January 2011
Canada458 Posts
August 11 2011 15:48 GMT
#310
This looks really nice and finally will have games that look like real life, close enough to it at least. I want to know how water physics and air will work with the "atoms" since the water/air should be made out of it too.

On August 02 2011 00:57 BansheeDK wrote:
It looks awesome. But everything in the demonstration was standing still. Wouldn't it tax the hardware a lot more when you try to animate stuff? I don't know too much about it myself, but I would imagine that rendering still objects are much easier than when they are moving.

Yes it will. But the difference is the computing power we will have in 5-10 year time when this technology is perhaps implemented in games(still in development phase) will be more then enough to run these animations.
Maand
Profile Joined April 2010
326 Posts
August 11 2011 15:54 GMT
#311

Yes it will. But the difference is the computing power we will have in 5-10 year time when this technology is perhaps implemented in games(still in development phase) will be more then enough to run these animations.



Average gamer won't have up-to-date rig. You need to aim -2 years with specs...
Bibdy
Profile Joined March 2010
United States3481 Posts
August 11 2011 15:57 GMT
#312
"Oh we couldn't possibly fool the government that it's a scam! Honest!"

Oh please, as if the Australian government (or any government) has a damned clue about the gaming industry and what is and isn't worth investing in. They just got lured into buying the same bologne as this video shows.

His excuse for animation is pretty poor, too. If you want to silence the skeptics, just show some animation and physics. Claiming it has to be 100% perfect kind of shows very little understanding of how amenable the industry is. It really doesn't matter how bad it is. Just show it can be done and let people's imaginations run wild. So, why the secrecy there? It HAS to be 100% perfect? Please. What a loaded claim.
Southlight
Profile Blog Joined August 2007
United States11766 Posts
Last Edited: 2011-08-11 17:57:28
August 11 2011 16:00 GMT
#313
The industry is pretty harsh on unfinished products, to be honest. It's why very few game companies enjoy releasing alpha footage of gameplay (as it simply leads to bad publicity). Government grants usually come from specific tech sectors, ie the NIH (as I wrote in my blog explaining this sort of thing, so if you really wanna bash on the grant stuff then you need to look up where exactly the money came from, and the processes behind the acceptance process.

Edit:
For anyone wondering, this is the firm that invested in them:
http://www.aria.gov.au/annualreport/0910/investments_0910.shtml
oraoraoraoraoraoraoraora
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-08-11 17:06:25
August 11 2011 17:05 GMT
#314
On August 12 2011 00:22 Bodom wrote:
[H]ardOCP did a follow up with Euclideon's founder and lead engineer Bruce Dell, also the voice on the original video.
Euclideon follow-up


in the update interview he talks about algorithm. i think its true now. it uses a search style of graphic display so that there is less tax on all the hardware involved. very smart. very real. cant wait. next year or two this will be out np.

joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Frigo
Profile Joined August 2009
Hungary1023 Posts
August 11 2011 20:49 GMT
#315


Also I have talked with a friend about the limitations of Sparse Voxel Octrees. We have come to the conclusion that basic animation and transformation is possible even with static octrees (just like in the video) given some modifications to the renderer, and for physics you can use a crude polygon model instead of the voxel data. Particle-level deformation might be possible as well on smaller voxel models if you are willing to recalculate the entire model. At the moment I'm checking some videos and papers on lighting, illumination and reflection.

So yeah, definitely viable.
http://www.fimfiction.net/user/Treasure_Chest
Hatsu
Profile Joined March 2010
United Kingdom474 Posts
August 11 2011 23:04 GMT
#316
On August 12 2011 02:05 wishbones wrote:
Show nested quote +
On August 12 2011 00:22 Bodom wrote:
[H]ardOCP did a follow up with Euclideon's founder and lead engineer Bruce Dell, also the voice on the original video.
Euclideon follow-up


in the update interview he talks about algorithm. i think its true now. it uses a search style of graphic display so that there is less tax on all the hardware involved. very smart. very real. cant wait. next year or two this will be out np.

http://www.youtube.com/watch?v=JVB1ayT6Fdc


Thanks a lot, this is an excellent interview that everyone should watch to form an educated opinion. I kinda like the CEO guy, i am hopeful.
Sedit qui timuit ne non succederet
Southlight
Profile Blog Joined August 2007
United States11766 Posts
Last Edited: 2011-08-12 16:19:38
August 12 2011 16:17 GMT
#317
I also looked into it with some techie people, and the general consensus is that it's entirely feasible with the math we know, but complex things (ie. constant animation + lightning + other stuff) is too taxing on processing power, hence Carmack's quote noting that it's simply not possible at the current hardware generation. At the moment, this tech would thus be in the "we can see it in 10-20 years." The big kicker is that if they've come up with some "crazy algorithm" that makes the calculation significantly more efficient, then this becomes "we can see it in the next few years." This big difference is what Carmack wanted to see (via animation and such) but was not addressed.

So the overarching conclusion is that it's viable, and they've hit an interesting concept, but "how soon" it becomes industrially viable is a different question that was not addressed.

Edit:
Also for people hanging on Notch's word the impression I get is that he's not actually viewed particularly favorably for his tech skills. "Notch is an idiot who came up with a great idea for a game and then implemented it in... java." Also you hear nightmare stories about his coding.
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dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 12 2011 17:31 GMT
#318
On August 12 2011 08:04 Hatsu wrote:
Show nested quote +
On August 12 2011 02:05 wishbones wrote:
On August 12 2011 00:22 Bodom wrote:
[H]ardOCP did a follow up with Euclideon's founder and lead engineer Bruce Dell, also the voice on the original video.
Euclideon follow-up


in the update interview he talks about algorithm. i think its true now. it uses a search style of graphic display so that there is less tax on all the hardware involved. very smart. very real. cant wait. next year or two this will be out np.

http://www.youtube.com/watch?v=JVB1ayT6Fdc


Thanks a lot, this is an excellent interview that everyone should watch to form an educated opinion. I kinda like the CEO guy, i am hopeful.

I feel much more hopeful after this second and much more detailed interview. I'm waiting eagerly for their animated demo, whenever they have it ready. Good luck to them, their out-of-the-box innovating deserves to be rewarded.
Sup.
MaGariShun
Profile Joined May 2010
Austria305 Posts
August 12 2011 17:45 GMT
#319
My fear is, that the memory consumption will be extremely high and interactivity and animations will be a problem.

It could well be possible to render this stuff fast, but each little "atom" has to have coordinates, a color, reflection parameters etc. That's A LOT of data (in the demos only few different assets are used so they could just be "duplicating" them and save memory this way). If you add to that the amount of calculations needed for an animation (apply a transformation on each and every one of those atoms), physics or shadows, I don't think it will run on current hardware.

Southlight
Profile Blog Joined August 2007
United States11766 Posts
August 12 2011 17:47 GMT
#320
^ yeah, that's what Carmack was concerned about, and that's the concern that most tech people currently have about it. Hence the "wouldn't work on current hardware" thing and why the interview didn't really address the concern. We shall see I'm just hoping people have a more clarified understanding of why it works, but has significant hurdles.
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