You are right Jouni
But it's possible to transform massive amount of point really fast.
There are tons of documents on the internet (transform only 4 points
then interpolate to place points (like a line algorithm) ).
These techniques are used in the medical field.
As for updating the octree, the problem has not yet been solved.
Maybe all the scenery can be done with raycasting+octree and everything
else with polygon.
The best way for now is the Reyes algorithm (renderman).
Subdivision + displacement mapping + dicing.
Renderman convert everything to pointcloud then render thoses points
(many per pixels).
I suspect RS is using a similar technique in some ways.
Jean-Sebastien Perron
www.NeuroWorld.ws
On 10-05-26 06:54 PM, Jouni Hätinen wrote:
It sounds nice but they say it's "the future of gaming graphics" which
is totally false. It looks nice on static scenes but updating bsp-tree
voxel (point cloud, whatever) structures is very very heavy on your
cpu, so any kind of interactivity is basically impossible to
implement. I'm all in for voxels in games but storing them in tree
structures is just dead end (all the scenes in the example videos were
static too, so I guess they know the problem). Bsp-trees are better
with polygons, because the amount of transformed data is so much
smaller.
Cheers!
Jouni
2010/5/26 Jean-Sebastien Perron<[email protected]>:
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