Unlimited Detail Wants To Kill 3D Cards
rockpapershotgun.com
rockpapershotgun.com
Make a tech demo that blows Crysis out of the water that runs in software on commodity hardware and we'll talk.
Hire some fucking artists if you need to. Saying "this is just programmer art" is a copout. It's like a slacker student who says "I could get straight As if I studied more and did my homework".
I'm not unwilling to entertain radical ideas but you need to show something more than flythroughs with lighting reminiscent of Quake II.
However, I'm certainly willing to attempt to do battle with the uncanny valley if they let me.
I doubt they'd have anything anywhere near ZBrush's flexibility and depth.
I find using high resolution textures has a much greater impact on quality than high polygon models, especially when we're already making models seem like they have higher detail using such tricks as normal mapping.
I also agree with the programmer art comment. The visuals in the video are TERRIBLE. If they want to prove that this is superior, then they need to make something that actually looks better what they want to prove is inferior - in this case that means that the art must be on par with existing games.
Also, the same name appears against:
- A C++ R-Tree ( http://en.wikipedia.org/wiki/R-tree ) implementation: http://www.superliminal.com/sources/sources.htm (towards end)
- A contributor to the GameMonkey script engine.
I think it is legit, but the other shoe will drop when we see which knob got turned to max. at the expense of the others - My initial guess covers pretty much what others have pointed out - materials, lighting, compression. The example scenes look instanced to all hell (ie: the scene is a DAG).
Edit: Also see:
Bruce Dell's comments (and one from his dad!) in:
http://www.tkarena.com/Articles/tabid/59/ctl/ArticleView/mid...
Comments from a 'Greg' - I assume 'Greg Douglas' who reports seen the inner loop:
http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12&...
They might be at the stage where they say "we'll just make everything a point! this'll be cake! all our renderer will have to do is figure out which points to show." and not yet at the phase where a they come to realize that a room full of monsters will require 100 gig of ram.
And what about shading? Shading typically require surface normals, something that's not readily available from a mess of points in 3d.
My guess is that they created a small static particle system that looks like 3d figure, "rotated" it by selectively displaying particles and got all excited.
A classic case of needing to be an expert in a field before trying to push the state of the art in order to save yourself the trouble of chasing a dead end that most people in said field already know is infeasible.
Why is the move from a polygonised surface to a smoother surface made with more polygons and not made by mathematically defining curves like polylines in 2D vector art. I know processing, but surely current GPUs can manage completely smooth curves for some games (not FPS in other words).
What also interests me is that using a perfectly smooth line rendering appears actual less real than using the voxel approach and how that will effect developmemt of game physics.
And then their explanation of the secret to their technology sounded rather ridiculous. They said that their technology was like the google search engine or like searching for the word "money" in an MS word document (the latter was the lamest attempt at subliminal messaging you are likely to find outside of a political ad). Needless to say that is a very silly explanation.
Of course a lot of graphics systems have methods where they determine what elements are supposed to be visible and render only those elements. But that is not something that will give you "unlimited detail".
So yeah .... shady.
If that is correct, then I think the search engine example is pretty good at explaining it.
As far as the "predicate they are searching" the video mentioned nothing about the predicate other than it is for things that are visible, and that is nothing new.
I'm not sold yet, it's making some incredibly bold claims. I'm aware of point cloud data models from back when it was included in the 3D Mark '01 benchmark (the rotating horse statue, the test was called point sprites http://www.ixbt.com/video/images/3dmark2001/gf3-sprites.jpg ), and found it an oddity at the time, not all that visually appealing and certainly not as a believable modelling method. It's not raytracing, although it does bare a lot of similarities.
I'll be keeping a sceptical eye and an open mind on this one.
Anyway, here's their website http://unlimiteddetailtechnology.com/
Edit: Thinking about it, it's biggest downfall will occur when physics are involved. For a static scene it's ideal, but to get the branches of the trees to blow in the wind, or to achieve any kind of real time environmental change beyond lighting would likely cause some serious difficulties.
http://blogs.intel.com/research/2007/10/real_time_raytracing...
Very helpful reddit comment about this demo: http://www.reddit.com/r/gaming/comments/bbg9c/unlimited_deta...
I feel like I'm feeding a troll here - I had to check your profile to be sure I wasn't. I think you're letting your dislike of patents warp your normally intelligent viewpoints.
I think it's no trolling, he just translated this to a domain where it makes no sense, which is a good reminder that web startups are not representative of all programming/business/engineering problems. And that one must be careful not to use a phrase like a meme, without thinking about its implications.
Sure, coding up B-trees from a textbook description is easy. But in a video game, 10fps and 30fps is the difference between unplayable and perfect, which means that your "by the book" implementation likely won't cut it. Video game developers spend months squeezing the last 1.1x improvements out of their inner loops, using clever bit coding techniques, cache alignment, often even hand-optimized assembler.
That doesn't happen without a patent, and that's what patents are for... To ensure that the big players can't simply steal the game-changing idea you've been working on.
"Patent 4694404 covers the use of octrees to implement a nearer-object-first painting order. Patent 5123084 describes a similar nearest-first octree graphics method. Patent 5222201 also concerns octree graphics methods, and describes a heuristic for speeding up the conversion of objects into octree representations."
Although they call it search technology it sounds like a very effecient graphic codec - blending pixels, focusing on rendering frame vs. scene etc.
Plus the unlimited thing bugs me. How does any algorithm that is O(N^0) work?
I think this will pick up if the right conditions get in place.
incidentally, nvidia is starting to get into raytracing - http://www.anandtech.com/video/showdoc.aspx?i=3721&p=6
[edit: although the comment says the video says that it's not... watching the video now. hmmm. looks like they're exploiting fractals in some way? they seem to have some scale-free way of encoding the data that they use to generate the image?]
More specifically, the method of searching for color on a point-on-screen basis as opposed to a plethora of triangles overlaying each other sounds like ray-tracing in my mind. Though, even as I write this, I'm still second-guessing my position now that I've had more time to think about it.
Either way, what makes it impossible for them to use the current algorithm they're using to evaluate lighting on the point they discovered to be the one that's rendered, as well? ... <_< oh wait, that ~is~ raytracing, isn't it!
I wonder how they properly anti-alias it (and there would very likely be aliasing on those questionable/edge-of-object 'points')? Render a larger scene then scale and sharpen it, or something?
[edit: As a side note, why on earth would this affect the graphic card industries? The substantial math involved could likely be converted int matrix multiplications, and we already know graphics cards are stellar at that ]
The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024x768 (if that is our resolution) points, one for each pixel of the screen.