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The future of graphics in games - Page 3

Forum Index > General Forum
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Slaytilost
Profile Joined October 2010
Netherlands968 Posts
August 01 2011 16:47 GMT
#41
Its kinda silly stating something is unlimited in the IT industry. As stated above, its fake, it just uses voxels. Its never unlimited.

In their example they stated their level consists of several billion of those voxels, they need to be saved and rendered somewhere. Obviously oclussion culling will make sure you only render what you see, but your oclussion culling process would take far longer with that many points.
Simberto
Profile Blog Joined July 2010
Germany11963 Posts
August 01 2011 16:47 GMT
#42
On August 02 2011 01:42 Maxd11 wrote:
This video is obviously made for people that don't understand as much about computers as the average TL poster seems to. That said it would still be awesome if this can actually work the way the say it can. It makes you wonder though, how far could the "real" graphics go? Could it get to the point where they are shooting at unsuspecting actors inside of scanners to get a realistic death scene?


Doesn't really seem probable. They have avoided doing that in movies for quite some time.
LuciferSC
Profile Joined August 2010
Canada535 Posts
August 01 2011 16:51 GMT
#43
This is very interesting indeed.

Taking it straight from the video, they are claiming that u don't need a supercomputer to run that level of graphic. Seems like a different engine, or even a different algorithm of doing graphics.

Can't wait to see what this really can do.
Come get some
LegendaryZ
Profile Blog Joined May 2010
United States1583 Posts
August 01 2011 16:51 GMT
#44
I'm a bit skeptical about this. To me, it just seems like replacing a few flat surfaces with a lot more smaller flat surfaces ("atoms"). Maybe I'm missing something, but in principle, it doesn't seem all that far from the way we actually do 3D graphics today apart from the higher level of detail which would probably take a lot more resources to create and a lot more power to render.

I could be wrong, but the entire direction of this seems contrary to where the gaming industry is looking to go in terms of graphics which seems to be finding ways to procedurally generate content rather than mapping out entire worlds in this kind of detail.
fezvez
Profile Blog Joined January 2011
France3021 Posts
August 01 2011 16:51 GMT
#45
Honestly, I have big trouble believing in what they claim to do. The figures are totally out of this world, and I think that the engineers at Nvidia / ATI work really hard on related topics. It would be surprising that they did know anything at all about this technology.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
August 01 2011 16:51 GMT
#46
ah btw guess this guys have same engine ?



http://www.youtube.com/user/AtomontageEngine

:O im getting really confused ;<
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
August 01 2011 16:52 GMT
#47
Interesting can this be rendered quickly enough?
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
Ryhn
Profile Joined February 2010
United States509 Posts
August 01 2011 16:53 GMT
#48
One thing that's interesting to me, and lends some credence to their cause is that they claim their technique is based on a 'search' algorithm.

If they've found a way to reduce their problem to a form that search algorithms do the heavy lifting. . . that's huge.

Put in laymens terms, some of the most efficient search algorithms have properties along the lines of, "Oh you need me to look through a billion possibilities? Let me get you that answer you wanted in about 10 steps"
Famous Books Written by Progamers - "Clam: Mastering your other self"
DeLoAdEr
Profile Blog Joined July 2003
Japan527 Posts
August 01 2011 16:57 GMT
#49
On August 02 2011 01:47 Slaytilost wrote:
Its kinda silly stating something is unlimited in the IT industry. As stated above, its fake, it just uses voxels. Its never unlimited.

In their example they stated their level consists of several billion of those voxels, they need to be saved and rendered somewhere. Obviously oclussion culling will make sure you only render what you see, but your oclussion culling process would take far longer with that many points.


from what i've understood this is not voxel rendering, but point-cloud rendering. I agree though that this whole unlimited thing is very silly.

I suppose (assuming it's not fake) they've come up with good hierarchization techniques to make the culling and rendering process fast as well as some good compression and streaming methods to handle this insane amount of point-data.
Blyadischa
Profile Joined April 2010
419 Posts
August 01 2011 16:57 GMT
#50
I don't understand this...

Does anyone think that their "atom"-based graphics look like graphics from games from like 7 years ago?
Laurence
Profile Joined October 2010
Ireland119 Posts
August 01 2011 16:58 GMT
#51
If they really have found a way around it so they don't need completely insane power from the computer then this is amazing. Doubt it though.
I pwn n00bs
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 01 2011 17:00 GMT
#52
A comment on the video:

"The word you're looking for is Voxels, and its a technology that's as old as polygons. You've got nothing new here.

You're passing off basic fundamental well-known 3d rendering techniques as something new and fascinating by making up your own words for decades old technology and fluffing it up with... fluffy meaningless phrases like "UNLIMITED POWAR!!!".

Oh well, have fun fleecing your investors then disappearing with the money as all modern snake oil salesman do.
NinjaSeg 2 months ago 20 "
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 01 2011 17:00 GMT
#53
Their test island reminds me of one things: Minecraft. And damn, what a beautiful Minecraft world you could make.
Sup.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 01 2011 17:01 GMT
#54
Not convinced by this video, How does anyone know its not just a rendered movie from max? Proof of an engine or sdk before I give a sh*t about it.
FlashDave.999 aka Star
kirdie
Profile Blog Joined December 2010
Germany221 Posts
August 01 2011 17:02 GMT
#55
I think this is a niche algorithm that is only advantageus for really fractal surfaces. For normal applications, especially indoor levels I think normal raytracing with textures would be much more memory efficient.
wollhandkrabbe
Profile Joined May 2010
Germany97 Posts
August 01 2011 17:06 GMT
#56
On August 02 2011 01:19 DeLoAdEr wrote:
interesting results for a software renderer, but the video only shows static geometry. I wonder if they're even able to handle animated objects..

and they mention the scene consists of more than 21 trillion points, lets say they store 4 byte for each point (color information, position, etc.) this would be ~100 TB of data right? so there must be some good compression going on there. ;p


The objects are all referenced. All the trees are the same for example, so you need the tree geometry once and then just one ancor point for every other tree. That limits the amount of information. But I dont quite see how they can render the scene though, as that actually would require all geometry, shader etc. information to be taken into account. That amount of information just can't be handled by current current computers. Not to mention collision detection, physics, adaptive lighting and so on.
exog
Profile Joined April 2010
Norway279 Posts
August 01 2011 17:08 GMT
#57
It appears to be rendered in real time by the way the camera moves. They also answered that you dont need a supercomputer to run it... There, thrashed all the arguments in the thread.

Will be interesting to see how it goes.
Ziktomini
Profile Joined October 2010
United Kingdom377 Posts
August 01 2011 17:09 GMT
#58
Needs to be animated, e.g. the grass moving in the wind, instead of being still to look truly realistic.
EternalSC
Profile Joined May 2011
Sweden313 Posts
August 01 2011 17:10 GMT
#59
Wow. This could be a giant breakthrough!
SHIT'S ON LIKE DONKEY KONG!
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
Last Edited: 2011-08-01 17:12:47
August 01 2011 17:10 GMT
#60
On August 02 2011 00:54 WniO wrote:
the problem with this is they cant render it in real time, or animate for that matter.


wasn't that the whole point of the video? was saying that they CAN render it real time?

also... HOLY SHIT THIS IS AWESOME!!!!!!!!

>mfw
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I'm like badass squared | KeitZer.489
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