Post subject: graphics in the future
Editor, Skilled player (1506)
Joined: 7/9/2010
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http://dvice.com/archives/2011/08/new-rendering-t.php There is a company in Australia, which is not a game company, but a technical company and it worked for the last two years for a better way to render graphics. The graphics aren't rendered by polygons anymore, but with a big amount of points or "atoms" as they call it. The graphics looks much more smoothier than the best polygon graphics from nowadays. Anyway the "atoms" are need a lot of power from the PCs and the company tried to handle the graphics better, for everyones PC. And finally they rendered a whole map - with a lot of objects.
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marzojr
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So... voxels with another name and a smaller size? While impressive, it is neither new nor innovative -- I have seen voxel renderes written in VB a decade and a half ago, many games use it, it is used in medical gear... and not to mention that they aren't forthcoming with the limitations. Notch of Minecraft has called it a "scam": see here.
Marzo Junior
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yes I think so, they're smaller voxels. But the graphics with the voxels look not really nice, or I only watched bad exampes.
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My impression was that this new thing isn't the same as voxels. Could be wrong.
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When I was really young, I had this idea that newer and newer graphics would continually approach a point where they were indiscernible from reality, but would never quite reach this point. I also figured at some point that this "barrier" would be broken by games that actually have some personal neurological input, "tricking" your brain into thinking that you're seeing real images. Sort of like taking a limit as graphics approach reality. Who knows though, maybe standard console graphics will some day look nice enough to pass for reality. Also, spinning foliage bitmaps have always annoyed me! So I like what they've done in that demo.
marzojr
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Look at the video: "there is a better way to do computer graphics, which is used in medicine and the sciences". Those are voxels, alright. And yeah, TASeditor, you only watched bad examples :-)
Marzo Junior
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I prefer this kind of graphics. I can see dirt on the ground when I go outside, so I want to see artistic graphics when I'm playing a game.
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My very first thought, even before starting to watch the video, prompted by the "infinite detail" bit was: How much RAM does this take? Yes, voxel graphics are used in medicine. However, voxed graphics require humongous amounts of RAM, and thus are limited in resolution. You can't pop up "infinite amount of detail" out of nowhere. (Ok, that's technically speaking not true. You can pop up an "infinite amount of detail" without requiring infinite RAM by doing it procedurally. 3D fractals are a good example of this: They can be zoomed indefinitely, and no detail repeats. However, we are not talking about procedurally generated fractals here, but about 3D-scanned objects, like those used in medicine.) Ok, maybe the video would explain. It didn't. I'll believe it when I see it and it's explained what exactly is meant by "unlimited amount of detail" and how it can work on limited RAM.
nesrocks
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One way of achieving what they show is by having polygon models that are filled proceduraly with voxels as you approach them. The polygon models aren't displayed, they are just containers to give the voxels some shape. Is that ok? Another idea is that the voxels size could be "fixed" proportionally to the screen, and you are given a certain resolution of voxels. So, in a raytracing manner, you could have your screen casting voxels for each pixel to be displayed so you don't have many voxels being calculated at any given time. That has some trouble with indirect effects, like shadows or mirrors, but if that's the case there can be solutions for that too.
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nothing but scammers, yeah if rendering static scenery with crappy shadowing alone demands massive cpu power, imagine when they add an animated model and stuff like collisions and gravity. maybe in the futere they can mix them with polygins and use them only for specific details, like vines or small rocks.
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i will stick with tesselation until processors are fast enough (and affordable) to render ray tracing in realtime :D
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They make some impressive claims here. Unlimited power! Graphics 100,000x better than what we're using now! And all that hyperbole goes to make a high-detail version of Minecraft. Nice.
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