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Originally posted by Limbo
but this is how he says it is done in his videos. The storage space would be impossible otherwise and Notch would be right. Since he is overlapping trees how does he pick the right pixel as he claims.
his would contradict the one point per screen pixel that he claims thus
He is either using one tile per space block OR as he says in his grains of dust comment each grain of dust is
an atom etc. (In which case overlappying) Since 2 trees can occupy the same space it is undefined what he picks so he would ahve to sample 2 or more together.
Originally posted by Limbo
If you think about points in space you can stick as many as you want per unit because they don't have volume.
"we've modified a standard voxel rendering algorithm to handle instances, but it's still not really practical as a game engine, or even really all that different from other people's voxel engines, and Id Software probably have a better version anyway, but we want more funding"
Unlimited Detail's method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly.
Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. 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 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call "mass connected processing". Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.
The method is based on the decomposition of a volumetric dataset into small cubical bricks, which are then organized into an octree structure maintained out-of-core. The octree contains the original data at the leaves, and a filtered representation of children at inner nodes. At runtime an adaptive loader, executing on the CPU, updates a view- and transfer function-dependent working set of bricks maintained on GPU memory by asynchronously fetching data from the out-of-core octree representation. At each frame, a compact indexing structure, which spatially organizes the current working set into an octree hierarchy, is encoded in a small texture. This data structure is then exploited by an efficient stackless raycasting algorithm, which computes the volume rendering integral by visiting non-empty bricks in front-to-back order and adapting sampling density to brick resolution. Block visibility information is fed back to the loader to avoid refinement and data loading of occluded zones. The resulting method is able to interactively explore multi-giga-voxel datasets on a desktop PC.