I still take this "unlimited detail" company with a pinch of salt.
I'll believe it when they publish a paper at SIGGRAPH and show a
real-time working demo.

On 20 June 2010 08:18, Adam "amckern" McKern <amck...@yahoo.com> wrote:
> Yeah Unity 3d
>
> But point mapping is still a rather good idea
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Sun, 20/6/10, kostiak <kkapl...@gmail.com> wrote:
>
> From: kostiak <kkapl...@gmail.com>
> Subject: Re: [hlcoders] Source Engine 2!!!
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
> Received: Sunday, 20 June, 2010, 4:36 PM
>
> Maybe you mean http://unity3d.com/
>
> On Sun, Jun 20, 2010 at 5:45 AM, Adam "amckern" McKern 
> <amck...@yahoo.com>wrote:
>
>> I have seen that type of engine used before with a mac demo engine -
>> nothing new - it was called something like Infinity 3d - all i can find on
>> the web is some Russian flash game engine.
>>
>> --------
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On Sun, 20/6/10, Christopher Harris <char...@resrchnet.com> wrote:
>>
>> From: Christopher Harris <char...@resrchnet.com>
>> Subject: Re: [hlcoders] Source Engine 2!!!
>> To: "'Discussion of Half-Life Programming'" <
>> hlcoders@list.valvesoftware.com>
>> Received: Sunday, 20 June, 2010, 12:33 PM
>>
>> http://www.youtube.com/watch?v=eXJUGLiZkV0
>> http://unlimiteddetailtechnology.com/pictures.html
>>
>> There is also possibility to render point cloud data instead. This company
>> has an algorithm to select points to renders so that you have a 1 to 1
>> point
>> to pixel ratio.
>>
>> Chris
>>
>> -----Original Message-----
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
>> Sent: Friday, June 18, 2010 4:49 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>> I believe he was referring to your claim about voxels being the first
>> thing used in 3d.  Vector graphics (lines/edges) were the first things
>> used in 3d with games like Battlezone and Star Wars at the arcades..
>>
>> If you think voxels are so great, what did you think about Kevin
>> Silverman's voxlap engine?  http://voxelstein3d.sourceforge.net/
>>
>> On Fri, Jun 18, 2010 at 2:23 PM, Joel R. <joelru...@gmail.com> wrote:
>> > Please enlighten me then, Marek.  Voxels can be better the smaller they
>> are,
>> > and in a few years will be better suited when we have more powerful
>> > computers.  Many are still struggling to even play TF2 with their current
>> > machines.  So yes, I'm retarded because I thought ahead of your small
>> mind.
>> >
>> > On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland
>> <adamjbuckl...@gmail.com>wrote:
>> >
>> >> That's the plan. He's hoping to do something similar to id tech 5's
>> >> megatexture technology for geometry. It's called sparse voxel octree
>> >> technology
>> >>
>> >> Basically(from what I understand), the idea is to make the voxels very
>> >> very small to allow for high fidelity, but to only load the depth of
>> >> the octree that could be seen at the current resolution, therefore
>> >> allowing for incredibly detailed models, that only stream the small
>> >> details if they could be seen at the current resolution. This is a big
>> >> step up from LOD where the programmer basically has to guess where to
>> >> swap the models out (and they need to be separate models)
>> >>
>> >> On 18 June 2010 18:42, Harry Jeffery <harry101jeff...@googlemail.com>
>> >> wrote:
>> >> > I believe John Carmack is hoping to use voxels in id Tech 6. That
>> >> > engine's only 10 years away so who knows, this could be the future but
>> >> > we wont find out until we get there.
>> >> >
>> >> > On 18 June 2010 17:26, Harry Pidcock <haz...@tpg.com.au> wrote:
>> >> >> Ray traced polygon rendering is quite an expensive task on a CPU.
>> >> >>
>> >> >> But real time point cloud rendering can be done on it quite well.
>> >> >>
>> >> >> http://www.youtube.com/watch?v=Q-ATtrImCx4
>> >> >>
>> >> >> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
>> >> marketing
>> >> >> budget.
>> >> >>
>> >> >>
>> >> >> This video is rendered in real time on a single core CPU, although it
>> is
>> >> >> only rendering at like 800x600,
>> >> >> if the algorithm had some parallelism, maybe even have it developed
>> for
>> >> >> GPUs/hardware specialization. Then it would certainly be
>> >> >> able to render large amounts of detail at a higher resolution.
>> >> >>
>> >> >> Although it doesn't have any advanced shading, it is still quite
>> >> interesting
>> >> >> to see such a complex static environment drawn with a single CPU
>> thread.
>> >> >>
>> >> >> Of course there are huge computational and memory issues with bone
>> >> >> animation, shading, transparency etc. So don't think you will see
>> this
>> >> in
>> >> >> the next 5 - 10years.
>> >> >>
>> >> >> --------------------------------------------------
>> >> >> From: "Jonathan Murphy" <nuclearfri...@gmail.com>
>> >> >> Sent: Saturday, June 19, 2010 12:31 AM
>> >> >> To: "Discussion of Half-Life Programming" <
>> >> hlcoders@list.valvesoftware.com>
>> >> >> Subject: Re: [hlcoders] Source Engine 2!!!
>> >> >>
>> >> >>> Katrina, you might be interested in reading up on Real Time
>> >> >>> Raytracing, which is an alternative to rasterisation (GPU) based
>> >> >>> rendering and is/has been extensively researched and even
>> implemented.
>> >> >>>
>> >> >>>
>> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)<
>> http://en.m.wikipedia.
>> org/wiki/Ray_tracing_%28graphics%29>
>> >> >>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
>> >> >>>
>> >> >>> At the moment though it seems GPUs are going to stay very
>> mainstream.
>> >> >>>
>> >> >>> On Saturday, June 19, 2010, joshua simmons <simmons...@gmail.com>
>> >> wrote:
>> >> >>>> Oh yeah I understand. There is only very rudmentry 3d support, in
>> no
>> >> way
>> >> >>>> capable of supporting any game. My point was more on the radical
>> rate
>> >> at
>> >> >>>> which they are evolving in comparison. Even the purely reverse
>> >> engineered
>> >> >>>> open source NVIDIA driver is out doing the proprietary one in terms
>> of
>> >> >>>> 2d.
>> >> >>>> Now I of course realise there is a big jump from that to capable
>> 3d,
>> >> but
>> >> >>>> considering (iirc) amd have developers working on the open source
>> >> driver,
>> >> >>>> I
>> >> >>>> see it as mainly a matter of time before it becomes a viable
>> >> alternative.
>> >> >>>>
>> >> >>>> On 18 Jun 2010 22:01, "Bob Somers" <magicbob...@gmail.com> wrote:
>> >> >>>>
>> >> >>>> Katrina, I'm not giving lectures on computer graphics here. Google
>> has
>> >> >>>> all the information you asked for. If you'd like, I can also
>> recommend
>> >> >>>> some graphics textbooks which would clear things up. Also, saying a
>> >> >>>> Linux system running on a 100 MHz machine is comparable to Windows
>> >> >>>> running on a 2 GHz machine is a ridiculous overstatement. They are
>> not
>> >> >>>> that radically different. If you're so convinced you can make the
>> >> >>>> words best software renderer, by all means go do it. I'm sure at
>> the
>> >> >>>> very least you can wave your SIGGRAPH paper in our faces when
>> you're
>> >> >>>> done.
>> >> >>>>
>> >> >>>> Josh, I'm not sure you can call it better Linux support if their 3D
>> >> >>>> support is... well... really bad. They may have opened up their
>> >> >>>> hardware spec so that the free drivers can get rolling (I have
>> tried
>> >> >>>> the new drivers in Fedora 13 and they are quite good so far), but
>> the
>> >> >>>> free drivers are at least a year behind their Windows counterpart
>> in
>> >> >>>> terms of supporting the full features of the cards. There is
>> virtually
>> >> >>>> zero shader support in the free drivers at this point. nVidia's
>> >> >>>> drivers, on the other hand, may be proprietary, but at least you
>> can
>> >> >>>> get decent 3D performance out of the machine on a current distro.
>> The
>> >> >>>> proprietary ATI driver has decent support and performance, but it
>> >> >>>> won't run on anything newer than Fedora 11. (Sorry if I keep
>> >> >>>> referencing things in terms of Fedora versions, it's my distro of
>> >> >>>> choice.)
>> >> >>>>
>> >> >>>> I'm all for free software, don't get me wrong. I would love for
>> >> >>>> nothing more than to have free alternative drivers for ATI and
>> nVidia
>> >> >>>> cards, but if gaming is really going to be commercially viable on
>> the
>> >> >>>> Linux desktop it's the performance that matters. No publisher is
>> going
>> >> >>>> to bother trying to ship a game for Linux where the poor driver
>> >> >>>> support is going to cause them support headaches all day long.
>> >> >>>>
>> >> >>>> --Bob
>> >> >>>>
>> >> >>>>
>> >> >>>>
>> >> >>>>
>> >> >>>>
>> >> >>>> On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons
>> <simmons...@gmail.com
>> >> >
>> >> >>>> wrote:
>> >> >>>>> Actually to be h...
>> >> >>>>
>> >> >>>>> To unsubscribe, edit your list preferences, or view the list
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>> >> >>>> _______________________________________________
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>> >> >>>> please visit:
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>> >> >>>>
>> >> >>>>
>> >> >>>
>> >> >>> _______________________________________________
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>> >> >>> please visit:
>> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >> >>>
>> >> >>>
>> >> >>
>> >> >>
>> >> >>
>> >> >>>
>> >> >>> No virus found in this incoming message.
>> >> >>> Checked by AVG - www.avg.com
>> >> >>> Version: 9.0.829 / Virus Database: 271.1.1/2945 - Release Date:
>> >> 06/18/10
>> >> >>> 04:35:00
>> >> >>>
>> >> >>
>> >> >> _______________________________________________
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>> >> >>
>> >> >
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>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >>
>> >> Bucky
>> >>
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>> >
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-- 

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