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Originally posted by Glyph_D
But only rendering line of sight.
Originally posted by Uncinus
Polygonal engines do the exact same thing with LOD (Level of Detail) and MIP mapping (LOD for textures).
Originally posted by john_bmth
reply to post by Uncinus
Exactly. Advanced texture mapping techniques are simply mind blowing in terms of the level of detail achieved using such (relatively) modest resources. As the inventor admitted, he hasn't kept tabs on developments over the last decade. That's pretty much suicide for any serious R&D team.
Originally posted by Glyph_D
Originally posted by Uncinus
Polygonal engines do the exact same thing with LOD (Level of Detail) and MIP mapping (LOD for textures).
Well those are slightly different than what i have in mind. LOD is multiple stages of detail at given distances. The closer you get a new geometric design is replaced over the old one. this produces popup.
With this system "it may be the case" that the refresh rate of you video feed regulates the transition.
have you every seen the pictures that when zoomed in it reveals an internal layer that produces a new picture that is woven into the outer layer and continues endlessly image after image?
Just by watching the video this appears to be the effect that is shown.
Originally posted by john_bmth
reply to post by Glyph_D
Back face culling. View frustum culling. Occlusion culling. Early Z rejection. Visibility determination and rejection is standard procedure for any non-trivial real time application. Again, there is nothing groundbreaking going on here, it's a field that has received a great deal of research.
Originally posted by Uncinus
Originally posted by john_bmth
reply to post by Uncinus
Exactly. Advanced texture mapping techniques are simply mind blowing in terms of the level of detail achieved using such (relatively) modest resources. As the inventor admitted, he hasn't kept tabs on developments over the last decade. That's pretty much suicide for any serious R&D team.
Indeed, and of course by "Texture" here we are not just talking about the image mapped onto the surface, but also normal maps, bump maps, displacement maps, parallax maps, gloss maps, opacity maps - all kinds of things that can affect the appearance and even the geometry of the rendered surface.
Originally posted by Uncinus
Note if done right - LODs are blended together. You get a smooth transition just the same as the voxel system.
Voxel octrees are essentially LOD layers anyway. Just rather simpler. The next LOD up is always a solid block 8x the size of the lower level. Again you have to blend the transition.
Originally posted by Glyph_D
Yeah thats what im getting at with the algorithms, these are put into place to restrict what can be viewed. However, Im asserting(it may not be the case) that geometry is not calculated because it is not there. Which would free up the load, so it can be allocated elsewhere.
Originally posted by Glyph_D
The advantage is these other layers are not necessary to build and allows the artist to focus on other things.
Originally posted by Timing
Can you imagine a bunch of videos getting flooded to Youtube of kids digitally manipulating videos to make things look how they want, just like they do with photoshop?
link
"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."
Originally posted by Uncinus
reply to post by Glyph_D
He's just describing how voxel rendering with ray casting using sparse voxel octrees works. It's nothing new. He did not invent it. There's loads of other examples of the exact same thing.
Originally posted by Glyph_D
Originally posted by Uncinus
reply to post by Glyph_D
He's just describing how voxel rendering with ray casting using sparse voxel octrees works. It's nothing new. He did not invent it. There's loads of other examples of the exact same thing.
i agree it is nothing new. The only new thing i think he has accomplished is optimization of that already present tech.