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Unlimited Detail

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jjmusicnotes:
I don't know anything at all about graphics processing, but I have a couple questions about this:

1.) Does it basically work kind of like motion-capture technology that they use for movies and sports video games?

2.) Wouldn't this just encourage people to buy ridiculously large monitors (or tvs) so that they could have "more" detail?

3.) The human eye can't see much less than 1/5 of a millimeter, so  doesn't it seem counter-intuitive to make a graphics technology that is contingent on pixel-proportions?

4.)  (just a statement)  I like how they used older games with out-dated graphics to fluff themselves up.  To me, their crappy pyramids and weird little jungle town didn't look any better than anything I've seen from the latest Unreal engine.

5.) Was anyone else bothered by their wanton use of Mozart?


Personally, I can't wait for somebody to start making computer monitors / games that have built-in facial recognition technology

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Mangley:
The concept works in theory. Whilst the video clearly avoids explaining exactly how unlimited detail works, what I 'got' from the video is that everything is built out of meshes of sprites so instead of having a polygon for every three points, there's a sprite for every point, and there only has to be the same number of sprites drawn on screen as the number of pixels.

'Unlimited Detail' is a complete misnomer though, if you look at their gallery you can see that everything looks very fuzzy and blurry. I suppose that's because they're using sprites instead of polygons in which case their method defeats their goal. Besides, aren't each of those sprites rendered on polygons?

Anyway, this is the power of polygons:

'Unlimited Detail' pales in comparison.

killermonkey:
Mangley you are confusing the point.

Polygons are extremely inefficient. They break down after a certain number, that number is when the amount of time to render the scene takes longer than 0.0333 seconds to complete (or 30 frames per second). At this point is when your eye can detect most, noticeably, a stuttering in the image.

A rendering is more like 2-3 HOURS per FRAME (from that movie I gather is how long it might have taken). Which is quite different.

The idea with Unlimited Detail is that you can have the detail you want for the scene without this limitation anymore. You can represent millions of points at the same time it would take to represent 1000 polygons.

Sprites are a whole separate matter, and actually are polygons (1-sided, 2D). They are using color values at points in 3D space and cramming in as many points as they can (ie. the separation of each point goes to zero). The images are fuzzy because they are probably doing a great deal of post-processing of the picture to limit the amount of aliasing that is caused by the relatively small sampling rate your monitor has compared to the detail of the picture (it's a mathematical relationship called Nyquist Rate).

mbsurfer:
"And now we can leap over the next 20 generations of computer graphics cards and go straight to unlimited graphics power."

BS.

Cyan:
Drinking game; take a shot any time he says Unlimited Point Cloud Data

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