As a user on FP pointed out, it also culls backfacing points so all advanced
shading is pointless, and shadows are impossible without re-rendering the
entire scene.

On Sun, Jun 20, 2010 at 11:56 PM, Bob Somers <magicbob...@gmail.com> wrote:

> Same as Adam. The videos dumb it down too much. As far as I'm
> concerned, it's vaporware until the SIGGRAPH paper.
>
> --Bob
>
>
>
>
>
> On Sun, Jun 20, 2010 at 2:38 AM, Adam Buckland <adamjbuckl...@gmail.com>
> wrote:
> > 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
> >>> >> archives,
> >>> >> >>>> please visit:
> >>> >> >>>>> http://list...
> >>> >> >>>> _______________________________________________
> >>> >> >>>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> >> >>>> please visit:
> >>> >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >> >>>>
> >>> >> >>>>
> >>> >> >>>
> >>> >> >>> _______________________________________________
> >>> >> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> >> >>> 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
> >>> >> >>>
> >>> >> >>
> >>> >> >> _______________________________________________
> >>> >> >> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> >> please visit:
> >>> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >> >>
> >>> >> >>
> >>> >> >
> >>> >> > _______________________________________________
> >>> >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >>> >> please visit:
> >>> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >> >
> >>> >> >
> >>> >>
> >>> >>
> >>> >>
> >>> >> --
> >>> >>
> >>> >> Bucky
> >>> >>
> >>> >> _______________________________________________
> >>> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>> >> please visit:
> >>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>
> >>> >>
> >>> > _______________________________________________
> >>> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >>> please visit:
> >>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >
> >>> >
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> >
> > --
> >
> > Bucky
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> .
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