http://unlimiteddetailtechnology.com/

It's a very simple technology : raycasting like wolfenstein but raycasting(not raytracing) in 3D with a "sparse octree".

Sparse Octree is only a way of storing the points and searching for them.
http://nilo.stolte.free.fr/Octree/oct1.gif

For example :
An object is inside a cube, this cube is splitted in 8 other smaller cube.
These 8 smaller cube are themselves splitted in 8 other smaller cube each.
Repeat until you reach the 3d points (or voxels).

It's also possible to link a small cube to the original big cube, so this object will be infinitely detailed as you move closer to infinity. Another way to see it is if you could use a 3D polygon object to texture another 3D polygon object.

The workflow in RS would be the same as usual but instead of rendering a flat image, You would render the scene to point cloud stored in "Sparse Octree" structure.
So it's like rendering to full 3D.

Jean-Sebastien Perron
www.NeuroWorld.ws


On 10-05-26 02:45 AM, Beg-inner wrote:
Hi Jean-Sebastien..

Thx for the link..

That sounds like a cool way of doing it.... thinking of just handling the needed points (and only max as pixels on screen...) I can see how this can work, for the final displaying in a game or so.. .... (if not just another hoax..=)

What I am more wondering about, is how will one model and animate these (without slow refreshes..)
Or is it all the same principles..in all cases..

John Carmack came up with the MegaTexture thingy prior to working for their upcoming game "Rage" .. (kind of the same, or similar, for texturing.. ) Amazed that someone else than Carmack found out how to do it on geometry..=)

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


http://www.youtube.com/watch?v=Q-ATtrImCx4

Jean-Sebastien Perron
www.NeuroWorld.ws


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