Unlimited Detail Point Cloud Animation Test

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Uploaded by on Apr 11, 2010

This is an early test of an animated Point Cloud object, proving that animation is certanly possible with Unlimited Detail.

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Uploader Comments (Quipster99)

  • I think the biggest problem is not the industry. Its the modelers of the earth, who once they have chosen there editor-winningteam never change that. And fear change, change is never good, change means competition.

    So asuming this is not a scam, you are brilliant programers, but horrible advertisers, completely missing your future customers, even scaring them. You might as well scrap the campaign, and start allover again, disguised as a normal-map modell engine. Good luck.

  • @Canonfudder Actually, the tech imports polygonal models, which means that models would still be deisgned in 3ds, zbrush, mudbox, maya, or whichever suite the artist wanted. The difference being that they would not be limited by the poly count.

  • Man its a shame that despite the promise this technology offers theres the likelyhood that even if a proper dev kit is made, it wont be utilised in consideration that the graphics card market is the most lucrative for PC hardware.

    AMD/NVIDIA would do almost anything to thwart this technologies uptake if it truely offers so much promise. Hopefully theres a game dev studio somewhere that sees through the manipulation tho and does whats best for consumers and themselves :)

  • @lKasHl It is sad to see true innovation swept under the rug by greed. Same story with electric cars, and who knows what other world changing tech.

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  • @stunthumb

    I think maybe in the future there will be a transition away from artistry by hand for making models and more of a leap towards creating smart algorithms to create the models and details. The trick will be in the mathematical formulae created to represent each different detail. Mathematical formula would allow the artist to create models of unlimited detail, the only drawback being the time it takes a computer to finish with the formulas to create a full model. This is my thinking :)

  • @RaptillaMajor Still though, there is still the inherent cpu/memory trade off interactions, and if all the visual memory this system needs to generate terrain is in an 'atom buffer' sized the same as one's screen buffer, how exactly are you able to pull off such quick computation on cpu power alone? I'd imagine at the very least that all core noise data is stored on such a buffer, but then new memory is created for mutations on those core patterns to ease computational cost.

  • @RaptillaMajor I'm somewhat familiar with the concept of fractal based compression and 'detail generation', especially for up-scaling 2D images with a lot of organic noise in the pixels. In that system, patterns in the image's noisy pixels are reused to increase and sharpen detail on the image based on smart guesswork. Is there a similar system in place for 3D 'atoms'? Are the visual artifacts created in the point cloud data because of imperfect guesswork?

  • If Nvidia, ATI, and Intel don't take you seriously, why not resort to crowd funding? If you can indeed get an SDK going and have people be able to play with the technology, and encourage donations and such. I hear crowd funding is popular for biotech students with new discoveries and inventions.

    Still though. I'm curious how the 'search' algorithm works with the point cloud data. It only has to store as many points as pixels needed by your screen, but where does it search from for more data?

  • @MuscleRapeTyranosaur very old work. you should see the stuff from like 7 years ago it's even worse. The newer demos look much better, although they don't show any animation sadly, and still only have two levels of shadows... the software itself is supposed to be full animation capable and has progressed to at least 16 levels of shade.

  • @stunthumb then they do laser scan to half that work

  • just how much space would a 'map' of unlimited point cloud date take out on your harddrive?

    i gues it should be a lot more than the 'maps' are taking now.

  • @Quipster99 Not limited by polygon count? - except when modelling, texturing, animating...

    It's not all just a case of ending up with unlimited detail, people still have to produce the media, and with an unlimited detail system I would fully expect an unlimited detail modelling package. The more polygons a model has, the longer it takes to make, exponentially. Double the polygon count and you double the workload, there is no getting away from this, conversion is not an ideal solution.

  • I don't think anyone with knowledge of polygon and voxels actually said it could not be done, just that is it unfeasible how is this data being stored, eg, how much data does it take to store an unlimited detail model?

    from the looks of it (from the way there are no model deformations to give a smother draw) you are just cycling through a countable number models to give the illusion of animation, is this just a series of models being redrawn?

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